From indies@igda.org Mon Feb 2 18:47:32 2004 From: indies@igda.org (Jensen, Paul) Date: Mon, 2 Feb 2004 12:47:32 -0600 Subject: [IGDA_indies] next steps Message-ID: <98CF932BEBCAC244B2299BA4759F01160A283B@CANON> Wow, this sounds great, now I know I'm in the right place. In addition to some of the original content proposed, I wouldn't mind see some book (or other medium) recommendations as the quality varies considerably. I guess hot topics to me would also include: - something on legal issues to be aware of - a guide on existing specification models (what they are how to use them) Might even think about creating an indie network for tech writiers, programmers, artists and composers Just my $0.02 and you get what you pay for. ----------------------------------- Paul Jensen pjensen@atla.com -----Original Message----- From: Brian Hook [mailto:hook_l@pyrogon.com] Sent: Friday, January 30, 2004 8:19 PM To: indies@igda.org Subject: Re: [IGDA_indies] next steps > Moving forward, the community should think about some > outcomes/goals they like to see come out of the SIG. >From my point of view, I really want it to accomplish the following: act as a clearing house and focal point for developers interested in developing and distributing their games independently. It's really that simple. A central resource that answers questions like: - it's just me, where do I get get art and music? - I can't write all this by myself, where can I get help? - how do I sell stuff on my Web site? - I need someone to help me with my Web site design - how much should I sell my game for? - what type of copy protection should I use? - someone wants to sell my game, what should I do? - what are 'affiliates'? Hmmm, I could probably write a couple articles on the above, but then again, I end up monopolizing the site, and it goes IGDA SIG to IGDA Hook's Soap Box =) Anyway, to answer your question, that's basically what I'd like to see happening -- the IGDA SIG becomes the default place to go when you don't know what you're doing =) I'd also like it to stay mostly non-technical, since there are a ton of other resources out there that provide technical references (flipcode, gamedev.net, etc.). Brian _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Mon Feb 2 20:02:20 2004 From: indies@igda.org (Bounty Hunter) Date: Mon, 02 Feb 2004 15:02:20 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <98CF932BEBCAC244B2299BA4759F01160A283B@CANON> References: <98CF932BEBCAC244B2299BA4759F01160A283B@CANON> Message-ID: <1075752139.5604.1.camel@prospero.ehtsc.co.cu> --=-x4+HgZV2yPvQPu7OvLDQ Content-Type: multipart/alternative; boundary="=-YIy6HOYlfelISo50+fIT" --=-YIy6HOYlfelISo50+fIT Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit El lun, 02-02-2004 a las 13:47, Jensen, Paul escribió: > Might even think about creating an indie network for tech writiers, > programmers, artists and composers Thats an interesting idea. Ollen Roy, linarian bounty hunter (level 10). Never use Windows for a Unix work. --=-YIy6HOYlfelISo50+fIT Content-Type: text/html; charset=utf-8 Content-Transfer-Encoding: 7bit El lun, 02-02-2004 a las 13:47, Jensen, Paul escribió:

Might even think about creating an indie network for tech writiers,
programmers, artists and composers
Thats an interesting idea.

Ollen Roy, linarian bounty hunter (level 10). Never use Windows for a Unix work.


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However, are you referring to the SIG specifically as the network? If so my general, and perhaps erroneous, impression was that the SIG was more focused on the production management aspect. The professionals in the list I mentioned may not actively seek out such a SIG. ----------------------------------- Paul Jensen pjensen@atla.com -----Original Message----- From: Brian Hook [mailto:hook_l@pyrogon.com] Sent: Monday, February 02, 2004 2:25 PM To: indies@igda.org Subject: RE: [IGDA_indies] next steps > Might even think about creating an indie network for tech writiers, > programmers, artists and composers That's kinda/sorta what we're trying to do =) Brian _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 14:31:42 2004 From: indies@igda.org (Olivier Lejade) Date: Tue, 03 Feb 2004 15:31:42 +0100 Subject: [IGDA_indies] next steps In-Reply-To: <020801c3e7ef$2cae3440$c196c618@stlawrence> References: <020801c3e7ef$2cae3440$c196c618@stlawrence> Message-ID: <401FB0CE.2050803@mekensleep.com> Ben Sawyer wrote: >[SNIP! plenty of interesting ideas...] >* Is there some software we can develop that might be helpful (registration >systems, customer management/support, PR, etc.) > > Hmm, maybe before coding anything we should have a look to see if there's anything out there that could do the trick. After all, there's plenty of good Free Software available : http://www.bestpractical.com/ RT is an excellent Request Tracker for example. And there's plenty CRM software available: http://freshmeat.net/search/?q=CRM§ion=projects&x=0&y=0 Same goes for ERP: http://freshmeat.net/search/?q=ERP§ion=projects&x=0&y=0 I especially recommand Dolibarr for French developpers. ;) http://www.dolibarr.com/ O. From indies@igda.org Tue Feb 3 14:54:31 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 09:54:31 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <401FB0CE.2050803@mekensleep.com> Message-ID: <000801c3ea65$a2f99d10$c196c618@stlawrence> Are any of these able to integrate into the installer process of the game itself? - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Olivier Lejade Sent: Tuesday, February 03, 2004 9:32 AM To: indies@igda.org Subject: Re: [IGDA_indies] next steps Ben Sawyer wrote: >[SNIP! plenty of interesting ideas...] >* Is there some software we can develop that might be helpful >(registration systems, customer management/support, PR, etc.) > > Hmm, maybe before coding anything we should have a look to see if there's anything out there that could do the trick. After all, there's plenty of good Free Software available : http://www.bestpractical.com/ RT is an excellent Request Tracker for example. And there's plenty CRM software available: http://freshmeat.net/search/?q=CRM§ion=projects&x=0&y=0 Same goes for ERP: http://freshmeat.net/search/?q=ERP§ion=projects&x=0&y=0 I especially recommand Dolibarr for French developpers. ;) http://www.dolibarr.com/ O. _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 14:59:20 2004 From: indies@igda.org (Olivier Lejade) Date: Tue, 03 Feb 2004 15:59:20 +0100 Subject: [IGDA_indies] next steps In-Reply-To: <000801c3ea65$a2f99d10$c196c618@stlawrence> References: <000801c3ea65$a2f99d10$c196c618@stlawrence> Message-ID: <401FB748.9020305@mekensleep.com> Ben Sawyer wrote: >Are any of these able to integrate into the installer process of the game >itself? > Hmm could you elaborate a bit? I'm not sure i understand what you want to do. From indies@igda.org Tue Feb 3 15:15:43 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 10:15:43 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <401FB748.9020305@mekensleep.com> Message-ID: <001b01c3ea68$9850db00$c196c618@stlawrence> I don't need to do anything we've already done it. =20 In terms of CRM I would want a system that not only handles CRM from dbs = I supply it but I'd want my software installer to be able to register = people and pipe the info into the CRM directly for use. =20 When we published Virtual U 2.0 we developed a script using Wise = Installer that asks you a series of optional registration questions. The data = with the users permission is piped to our SQL Server which collects it and = lets us edit it, export it, delete bogus records, do reports, etc. =20 As I said in the previous email I'm willing to share the system in an = effort to build it out more so others can use it. Having the user register = during installation results in a much higher registration rate so far as I can tell. When we do covermounts and other things we rewrite the script to = code it to those items, etc. which further helps us track things. So while I agree that before building a CRM system we should look at = what's available I'm betting no CRM system is tied directly into a software registration system other then traditional import/export features. - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Olivier Lejade Sent: Tuesday, February 03, 2004 9:59 AM To: indies@igda.org Subject: Re: [IGDA_indies] next steps Ben Sawyer wrote: >Are any of these able to integrate into the installer process of the=20 >game itself? > Hmm could you elaborate a bit? I'm not sure i understand what you want to do. _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 15:29:58 2004 From: indies@igda.org (Olivier Lejade) Date: Tue, 03 Feb 2004 16:29:58 +0100 Subject: [IGDA_indies] next steps In-Reply-To: <001b01c3ea68$9850db00$c196c618@stlawrence> References: <001b01c3ea68$9850db00$c196c618@stlawrence> Message-ID: <401FBE76.1010001@mekensleep.com> Ben Sawyer wrote: >As I said in the previous email I'm willing to share the system in an effort >to build it out more so others can use it. > Have you thought of the license under which you'd want to release your system? >So while I agree that before building a CRM system we should look at what's >available I'm betting no CRM system is tied directly into a software >registration system other then traditional import/export features. > > And you're probably right. But it's also probably less work to closely tie one of the existing Free Software CRM in your system than to develop a new one from scratch. Best, O. From indies@igda.org Tue Feb 3 15:55:11 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 10:55:11 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <401FBE76.1010001@mekensleep.com> Message-ID: <000b01c3ea6e$1b0bdbd0$c196c618@stlawrence> I'd agree there. Our system is pretty barebones but it does an adquate job. Allowing it to may autoexport into one of the CRMs would be a next logical course of action if I felt I needed it. -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Olivier Lejade Sent: Tuesday, February 03, 2004 10:30 AM To: indies@igda.org Subject: Re: [IGDA_indies] next steps Ben Sawyer wrote: >As I said in the previous email I'm willing to share the system in an >effort to build it out more so others can use it. > Have you thought of the license under which you'd want to release your system? >So while I agree that before building a CRM system we should look at >what's available I'm betting no CRM system is tied directly into a >software registration system other then traditional import/export >features. > > And you're probably right. But it's also probably less work to closely tie one of the existing Free Software CRM in your system than to develop a new one from scratch. Best, O. _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 15:52:08 2004 From: indies@igda.org (Brian Hook) Date: Tue, 3 Feb 2004 10:52:08 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <020801c3e7ef$2cae3440$c196c618@stlawrence> Message-ID: <20042310528.100272@GATEWAY> Ben, I appreciate your enthusiasm, but the cynical side of me feels that a lot of what you're suggesting just won't happen simply because of the amount of resources necessary to pursue them. Custom software, PR people, etc. etc. cost a lot of money and time, which few indies have to spare. > * Maybe we can invent a simple way to lower the cost of advertising > in some magazines by creating a simple way for multiple developers > to buy a single page? My argument would be that indies shouldn't be in magazines, they should be using much lower cost avenues for marketing and advertising (like Web sites). > * Perhaps we should create a "buy idependent" branding campaign - > sort of like "made in the USA" type thing to raise awareness of > idependent developers. This positions indies as "vs. mainstream", and I'm not sure trying to emphasize a competitive point of view is really what we should be doing. Indies are an _alternative_ to the mainstream, not a competitor. That said, a "Member of IGDA Indie SIG" logo might not be bad for people to put on Web sites so that awareness of the SIG itself is raised, which I think benefits the whole industry. > * We should look for ways to get every tool company in existence to > have a low-cost option to their toolsets for qualified independent > developers. It's not worth their time or effort. The reward is minimal for them. That said, a lot of them offer downloads/reduced feature set versions of their tools for personal use and/or for mod development. >* Should we advocate that companies provide a means for > people to charge for their mods and total conversions if they want > to do that? Very few companies are willing to let individuals make money off of derivative works without compensating them and/or signing away a lot of rights. I don't see this changing any time soon, simply because there's no compelling reason for this to change. > * Can a group of idependents ban together to fund a part time PR > person who could work to get the general independent game scene > more mainstream media coverage? Probably not. > What I think might be a good model to observe are some of the > family-farming cooperatives and other artisan cooperatives that > operate throughout the world. It's called "open source" =3D) The biggest thing I think indies can help each other with is information and advice. That makes the biggest difference by far. Brian From indies@igda.org Tue Feb 3 16:27:16 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 11:27:16 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <20042310528.100272@GATEWAY> Message-ID: <000701c3ea72$96e35cc0$c196c618@stlawrence> Brian, I think your points are fine. I definitely suggested things that may be = out of reach. In general the purpose of my post was to explore and instigate people to = see if there are items other than information sharing that can be done by = the SIG. Information sharing I agree is the #1 piece of help but grassroots actions tend to need to graduate beyond that to actionable elements if = they want to eventually continue their progress. That said, a "Member of IGDA Indie SIG" logo might not be bad for=20 people to put on Web sites so that awareness of the SIG itself is=20 raised, which I think benefits the whole industry. I think Member of IGDA Indie SIG is a bit obtuse to some people other = than other developers. I'd say developing some sort of official like "Indie = Game Developer" logo might be better. It should be a consumer branded idea = to be the most effective. It might even link back to a simple awareness Web = site on the indie games scene and provide links to other developers, etc. > What I think might be a good model to observe are some of the=20 > family-farming cooperatives and other artisan cooperatives that=20 > operate throughout the world. It's called "open source" =3D) While I agree some open source models are useful my point in = highlighting farm cooperatives and artisan cooperatives is that they tend to band together more to improve their distribution, cost of goods, marketing, = and customer sales. - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Brian Hook Sent: Tuesday, February 03, 2004 10:52 AM To: indies@igda.org Subject: RE: [IGDA_indies] next steps Ben, I appreciate your enthusiasm, but the cynical side of me feels that a=20 lot of what you're suggesting just won't happen simply because of the=20 amount of resources necessary to pursue them. Custom software, PR=20 people, etc. etc. cost a lot of money and time, which few indies have=20 to spare. > * Maybe we can invent a simple way to lower the cost of advertising in = > some magazines by creating a simple way for multiple developers to buy = > a single page? My argument would be that indies shouldn't be in magazines, they=20 should be using much lower cost avenues for marketing and advertising=20 (like Web sites). > * Perhaps we should create a "buy idependent" branding campaign - sort = > of like "made in the USA" type thing to raise awareness of idependent=20 > developers. This positions indies as "vs. mainstream", and I'm not sure trying to=20 emphasize a competitive point of view is really what we should be=20 doing. Indies are an _alternative_ to the mainstream, not a=20 competitor. That said, a "Member of IGDA Indie SIG" logo might not be bad for=20 people to put on Web sites so that awareness of the SIG itself is=20 raised, which I think benefits the whole industry. > * We should look for ways to get every tool company in existence to=20 > have a low-cost option to their toolsets for qualified independent=20 > developers. It's not worth their time or effort. The reward is minimal for them. =20 That said, a lot of them offer downloads/reduced feature set versions=20 of their tools for personal use and/or for mod development. >* Should we advocate that companies provide a means for > people to charge for their mods and total conversions if they want to = >do that? Very few companies are willing to let individuals make money off of=20 derivative works without compensating them and/or signing away a lot=20 of rights. I don't see this changing any time soon, simply because=20 there's no compelling reason for this to change. > * Can a group of idependents ban together to fund a part time PR=20 > person who could work to get the general independent game scene more=20 > mainstream media coverage? Probably not. > What I think might be a good model to observe are some of the=20 > family-farming cooperatives and other artisan cooperatives that=20 > operate throughout the world. It's called "open source" =3D) The biggest thing I think indies can help each other with is=20 information and advice. That makes the biggest difference by far. Brian _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 16:35:49 2004 From: indies@igda.org (Ted Southard) Date: Tue, 3 Feb 2004 11:35:49 -0500 Subject: [IGDA_indies] next steps References: <20042310528.100272@GATEWAY> Message-ID: <008301c3ea73$c85fdc50$6500a8c0@SUPER6> Hi, This is my first post on here, so be gentle ;) I've been reading with interest this list the past week, and I'm glad it's alive and kicking again. I just wanted to share an idea with everyone on the guerilla PR front: One thing I've been thinking of doing was printing up small promotional flyers to put in bars or clubs that have those "flyer racks" or whatever you call them. It's extremely low-cost(paper and printer ink), and low-risk. It could also be low-yield, but for the low-cost/low-risk factors, any yield is good yield ;) The places where they would be accepted are generally frequented by the young adults that would be interested in games. Ted Southard DigitalFlux Entertainment, LLC Ted@DigitalFlux.com http://www.DigitalFlux.com --- From indies@igda.org Tue Feb 3 16:40:23 2004 From: indies@igda.org (Brian Hook) Date: Tue, 3 Feb 2004 11:40:23 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <000701c3ea72$96e35cc0$c196c618@stlawrence> Message-ID: <200423114023.108488@GATEWAY> > I think Member of IGDA Indie SIG is a bit obtuse to some people > other than other developers. Developers are whom I'd like to target with that though. > I'd say developing some sort of > official like "Indie Game Developer" logo might be better. It > should be a consumer branded idea to be the most effective. Appealing to consumers right now would be largely ineffective, since by and large consumers don't care. The "seal" would not be a sign of quality assurance testing or anything else concrete for the them. With the nascent state of the industry we should be targeting developers so that they can all assist and help each other -- that is the real value of the Indie SIG, and I think letting developers know about Indie SIG will reap far more tangible rewards in the near term than a consumer branded logo. > While I agree some open source models are useful my point in > highlighting farm cooperatives and artisan cooperatives is that > they tend to band together more to improve their distribution, cost > of goods, marketing, and customer sales. I agree with the analogy, however I don't believe that COGs and distribution are really the problem right now for most indies that are selling downloadable software. Marketing is an issue because a handful of gateways control 95% of the eyeballs out there but I'm not sure what a bunch of indies can really do to address that. Brian From indies@igda.org Tue Feb 3 16:54:01 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 11:54:01 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <008301c3ea73$c85fdc50$6500a8c0@SUPER6> Message-ID: <001d01c3ea76$537b5ce0$c196c618@stlawrence> If it's a free flyer rack or a bulletin board which some resturants and other places have it probably couldn't hurt although I'd wonder about = the work reward ratio. However, if what you're talking about are postcard = racks the bars have these are run by marketing companies that provide these = and you must purchase them or you'll be cleaned out.=20 I did some research on these for an article on game related collectibles because people actually collect them and a number of game companies have used them. You can find resellers too. One of the biggest is Ralph's = Rack Cards which is on the Web at = http://members.aol.com/rackcardking/index.htm The two biggest companies are Go Card (www.gocard.com) and Max Racks (www.maxracks.com) others include Hotstamps, Brandaid, Eyecards and Supercard. =20 The rates are pretty prohibative for anyone with anemic budgets. The = lowest price is $1600 and it goes way up to $10,000 and more. A variation of your idea that can be cheaper are stickers to hand out to people at clubs or bars, or friends, etc. - or to sticker somewhere appropriate. Just keep a small bunch with you wherever you go. A = friend of ours used to run a extreme sport clothing company and even today I still find stickers for their brand everywhere I go. It's funny I always know where Bobby has been because I'll see his companies stick in a bathroom = bar in a ski-bar, or in some big city on a wall of posters. =20 - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of = Ted Southard Sent: Tuesday, February 03, 2004 11:36 AM To: indies@igda.org Subject: Re: [IGDA_indies] next steps Hi, This is my first post on here, so be gentle ;) I've been reading with interest this list the past week, and I'm glad it's alive and kicking = again. I just wanted to share an idea with everyone on the guerilla PR front: One thing I've been thinking of doing was printing up small promotional flyers to put in bars or clubs that have those "flyer racks" or whatever = you call them. It's extremely low-cost(paper and printer ink), and low-risk. = It could also be low-yield, but for the low-cost/low-risk factors, any = yield is good yield ;) The places where they would be accepted are generally frequented by the young adults that would be interested in games. Ted Southard DigitalFlux Entertainment, LLC Ted@DigitalFlux.com http://www.DigitalFlux.com --- _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 16:58:24 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 11:58:24 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <200423114023.108488@GATEWAY> Message-ID: <002201c3ea76$f0116c20$c196c618@stlawrence> I think to target other developers there are two other and perhaps better things that can be done. One is for everyone here to agree to send an invite letter to 5-10 other indies they know of. I can certainly send out 5-10 emails in my address book telling people the sig exists and they'd be welcome lurkers/participants. The second would be for people to volunteer to find the names of 10 other developers they don't know of and we'll send them emails too. To avoid stomping on each other we could just divide up the alphabet. I'd find people whose companies began with A-C, someone else D-F. The best way to build up listservs are two things - getting the listserv plugged on the right site, or sending out personal invites. - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Brian Hook Sent: Tuesday, February 03, 2004 11:40 AM To: indies@igda.org Subject: RE: [IGDA_indies] next steps > I think Member of IGDA Indie SIG is a bit obtuse to some people other > than other developers. Developers are whom I'd like to target with that though. > I'd say developing some sort of > official like "Indie Game Developer" logo might be better. It should > be a consumer branded idea to be the most effective. Appealing to consumers right now would be largely ineffective, since by and large consumers don't care. The "seal" would not be a sign of quality assurance testing or anything else concrete for the them. With the nascent state of the industry we should be targeting developers so that they can all assist and help each other -- that is the real value of the Indie SIG, and I think letting developers know about Indie SIG will reap far more tangible rewards in the near term than a consumer branded logo. > While I agree some open source models are useful my point in > highlighting farm cooperatives and artisan cooperatives is that they > tend to band together more to improve their distribution, cost of > goods, marketing, and customer sales. I agree with the analogy, however I don't believe that COGs and distribution are really the problem right now for most indies that are selling downloadable software. Marketing is an issue because a handful of gateways control 95% of the eyeballs out there but I'm not sure what a bunch of indies can really do to address that. Brian _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Tue Feb 3 17:01:20 2004 From: indies@igda.org (Ben Sawyer) Date: Tue, 3 Feb 2004 12:01:20 -0500 Subject: [IGDA_indies] next steps In-Reply-To: <200423114023.108488@GATEWAY> Message-ID: <002401c3ea77$5a24e100$c196c618@stlawrence> FYI - this just blasted out on the Games Research Network... -----Original Message----- From: Games Research Network [mailto:GAMESNETWORK@uta.fi] On Behalf Of = Jason Rutter Sent: Tuesday, February 03, 2004 11:36 AM To: GAMESNETWORK@uta.fi Subject: [GAMESNETWORK] 3D mobile gaming competition : $50,000 Prize Discreet and Partners Announce the First International 3D Mobile Gaming Competition to Drive 3D Mobile Game Development Together with Nokia, = Orange, Intel, IBM, In-Fusio, Criterion, Fathammer, NVIDIA, Kaolink and = Ideaworks3D, Discreet Kicks off Competition at IMAGINA 2004, Feb 2-5, Monaco IMAGINA, February 3, 2004 - Discreet, a division of Autodesk, Inc, and mobile games industry partners today announced the launch of the first international 3D mobile gaming competition. With prizes totalling a = value of more than US $50,000, the contest represents a unique opportunity for independent mobile gaming artists or developers, traditional PC/Console = game developers and 3D freelance artists to realise their creative concepts = for mobile games. It also offers an opportunity for existing mobile game developers to showcase their mobile game titles that are either in development or already available. This international competition is supported by some of the most = significant mobile gaming players in their respective fields: Discreet, a world leader in 3D content creation, including 2.5D and 3D Mobile Games and developer of 3ds maxR and character studioR = professional animation software; Nokia, the world leader in mobile communications; Orange, one of the world's largest mobile communications operators, = widely recognised as an innovator, driving new mobile applications by = supporting world-wide 3rd party developers; In-fusio, a leading mobile games service provider; Fathammer, a world-leading provider of game development tools for = advanced mobile gaming IBM, a world-leading digital content creation solution for media and entertainment; Intel, a world-wide leader in technology for content creation; NVIDIA, the market-leading provider of professional graphics, as well as innovative products for the handheld and mobile market; Criterion, a leading provider of middleware for the games industry; and Hybrid, a leading provider of embedded graphics middleware for the = mobile market. Ideaworks3D and Kaolink, 2 fast-growing mobile game development service providers. Targeting 3D as well as 2.5D mobile gaming, the contest is divided into = two main categories, Downloadable and Non-Downloadable mobile games and will focus on exploiting the latest, cutting-edge technologies and gaming hardware handsets. These range from current phones and the Nokia N-Gage platform, to high-end next-generation and Java phones. The 3D Mobile Gaming contest, launched at the IMAGINA 2004 tradeshow, = will also be promoted at major international industry events including 3GSM = in Cannes, France (February 23-26) and GDC 2004, in San Jose, California = (March 22-26), as well as during the Discreet European Games Tour that will run until the end of July 2004. The winners will be announced this summer. The deadline for entries is 31st March. Dependent on specific needs, the winners will receive prizes that will assist in the co-development and co-production of their project. In addition, the developers of the best concept will receive tool kits to = aid the development of their project. "This competition is a huge opportunity for talented mobile games = developers and artists to showcase their skills to the world, and can give a major boost to their future success. Developers can also benefit in developing = and promoting their businesses from the industry-related prizes from = Discreet and its technology partners," says Martin Vann, vice president, = worldwide Sales and Marketing for Discreet. "With this contest, Discreet clearly commits itself to this emerging market and reaffirms its position as = leader in the creation of cutting-edge 3D content," added Vann. Game developers and freelancers across Europe and World are invited to register and get more information on the competition at www.3dmobilegamingcontest.com About 3ds max Discreet 3ds max software has the largest installed base in the 3D = industry and is the preferred 3D software in the core production environment for = UBI Soft, Rockstar Games, Electronic Arts, HOK, Ellerbe Becket, Blur = Studios, Frantic Films, Digital Dimensions-along with other leading design and entertainment firms. >From the latest radical Burton snowboard designs and the first 3D=20 >design visualisation software used by the Frank Lloyd WrightR TaliesinR West = School of Architecture-to the enthralling visual effects scenes found in The = Last Samurai and interactive twists and turns found in the best-selling game Grand Theft Auto: Vice City or the popular Prince of Persia:The Sands of Time for Microsoft Xbox-3ds max continues its widespread popularity and leadership as the preferred 3D production solution of top artists and designers worldwide. About Discreet Discreet empowers media professionals to realize the visual experience = and transform their vision into reality. Discreet's award-winning solutions = are designed for digital media creation, management and delivery-across all disciplines from film and television visual effects, colour grading and editing to animation, game development, and design visualisation. = Discreet is based in Montreal, Quebec and is a division of Autodesk, Inc, the = world's leading design and digital media creation, management, and distribution company. www.discreet.com. About Orange Orange and wirefree are trademarks of Orange PCS. The Orange group is = one of the world's largest mobile communications companies, with operations in = 19 countries across Europe and beyond. It provides a broad range of = personal communications services, including Orange GSM1800 services and other = digital cellular telephone services. The Orange brand operates in the UK, = France, Switzerland, Romania, Denmark, Slovakia, Luxembourg, Thailand, the Ivory Coast, the Dominican Republic, Cameroon, the Netherlands, Botswana and Madagascar. The Orange group also has controlled operations in Belgium (Mobistar). The Orange group has a joint controlling interest in Egypt (MobiNil) and minority interests in Portugal (Optimus), Austria (One), = and Mumbai/India (BPL Mobile). As at the end of September 2003, Orange was = the largest mobile operator in both the UK with 13 million active customers, = and France with over 19 million registered customers. As at the end of = September 2003, Orange controlled companies had 45.6 million customers worldwide. Further information about Orange can be found on the Orange website at www.orange.com. Ideaworks3D Ideaworks3D is the world's leading developer of content and technology = for connected mobile gaming on smartphone devices. The company has an unparalleled track record of innovation and market leadership in this = field, recently supplying Nokia with both the technology and content behind the launch of the N-Gage ArenaTM, the world's first globally available, multiplayer wireless gaming service. Visit: www.mobilegames.com. ### Discreet is a division of Autodesk, Inc. Discreet, 3ds max and character studio are either trademarks or registered trademarks of Autodesk, Inc. /Autodesk Canada Inc. in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. CCopyright 2004, Autodesk, Inc. All rights reserved. Contact: Stewart-Muir Communications Paul Nolan / Janine Maxwell 020 8892 9207 discreet@stewartmuir.com -- Dr Jason Rutter Mobile Entertainment: User Centred Perspectives 25th-27th March 2004 www.mobile-ent.org ESRC DigiPlay Seminar series www.cric.ac.uk/cric/digi/digisems.htm ESRC Centre for Research on Innovation and Competition (CRIC), The University of Manchester, Harold Hankins Building, Booth Street West, Manchester, M13 9QH. UK PH: +44 (0) 161 275 6859 Fax: +44 (0) 161 275 7361 http://www.cric.ac.uk/cric/Jason_Rutter From indies@igda.org Wed Feb 4 03:20:40 2004 From: indies@igda.org (Ted Southard) Date: Tue, 3 Feb 2004 22:20:40 -0500 Subject: [IGDA_indies] next steps References: <001d01c3ea76$537b5ce0$c196c618@stlawrence> Message-ID: <01ab01c3eacd$de3079e0$6500a8c0@SUPER6> The work reward ratio is bound to be low, but as an indie we're already talking low numbers, so dropping 50 at someplace that you're at isn't too big of a deal, especially when considering trying to generate some kind of buzz. Good info with the distribution of those flyer racks, and even though I meant the free kind, it's nice to have for future reference. Ted Southard DigitalFlux Entertainment, LLC Ted@DigitalFlux.com http://www.DigitalFlux.com ----- Original Message ----- From: "Ben Sawyer" To: Sent: Tuesday, February 03, 2004 11:54 AM Subject: RE: [IGDA_indies] next steps If it's a free flyer rack or a bulletin board which some resturants and other places have it probably couldn't hurt although I'd wonder about the work reward ratio. However, if what you're talking about are postcard racks the bars have these are run by marketing companies that provide these and you must purchase them or you'll be cleaned out. I did some research on these for an article on game related collectibles because people actually collect them and a number of game companies have used them. You can find resellers too. One of the biggest is Ralph's Rack Cards which is on the Web at http://members.aol.com/rackcardking/index.htm The two biggest companies are Go Card (www.gocard.com) and Max Racks (www.maxracks.com) others include Hotstamps, Brandaid, Eyecards and Supercard. The rates are pretty prohibative for anyone with anemic budgets. The lowest price is $1600 and it goes way up to $10,000 and more. A variation of your idea that can be cheaper are stickers to hand out to people at clubs or bars, or friends, etc. - or to sticker somewhere appropriate. Just keep a small bunch with you wherever you go. A friend of ours used to run a extreme sport clothing company and even today I still find stickers for their brand everywhere I go. It's funny I always know where Bobby has been because I'll see his companies stick in a bathroom bar in a ski-bar, or in some big city on a wall of posters. - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Ted Southard Sent: Tuesday, February 03, 2004 11:36 AM To: indies@igda.org Subject: Re: [IGDA_indies] next steps Hi, This is my first post on here, so be gentle ;) I've been reading with interest this list the past week, and I'm glad it's alive and kicking again. I just wanted to share an idea with everyone on the guerilla PR front: One thing I've been thinking of doing was printing up small promotional flyers to put in bars or clubs that have those "flyer racks" or whatever you call them. It's extremely low-cost(paper and printer ink), and low-risk. It could also be low-yield, but for the low-cost/low-risk factors, any yield is good yield ;) The places where they would be accepted are generally frequented by the young adults that would be interested in games. Ted Southard DigitalFlux Entertainment, LLC Ted@DigitalFlux.com http://www.DigitalFlux.com --- _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies --- --- From indies@igda.org Thu Feb 5 22:49:09 2004 From: indies@igda.org (Brandon J. Van Every) Date: Thu, 5 Feb 2004 14:49:09 -0800 Subject: [IGDA_indies] Searchable archive Message-ID: I've read the recent archives. There's not much to look at right now, but assuming this list grows and becomes a useful resource for indies, the archiving infrastructure is inadequate. It needs to be searchable. Also, traversible without a month-by-month segmentation architecture. Also, easy to jump back up to a toplevel index. Right now one does a 2-step shuffle of going back to the main mailing list page, then down to the archive again. Realize that when people read archives, often they read / skim many articles in a row and it's a PITA to click the browser back button dozens of times. I believe that to the degree an archive has many unnecessary futz factors, people won't use it in the real world. But the most important issue is searching. How difficult is it to add this capability? Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA "The pioneer is the one with the arrows in his back." - anonymous entrepreneur --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Thu Feb 5 23:01:01 2004 From: indies@igda.org (Brandon J. Van Every) Date: Thu, 5 Feb 2004 15:01:01 -0800 Subject: [IGDA_indies] IGDA Indie Message-ID: I am not excited about marketing / branding campaigns to promote this SIG. Personally I think we have to provide harder hitting, immediate tangible value to indie developers of various flavors. Not really worth marketing stuff when we don't even have a product to market. But if people *do* want to pursue logos / little stickers / whatever, if that's where your volunteer energies lie and you cannot be persuaded to other endeavors, I humbly submit that "IGDA Indie" is a better monniker than what has been previously recommended. It's short, sweet, Keep It Simple Stupid. Compare "Intel Inside." No idea how you'd like to represent this visually. I caution: having attempted to get the Python crowd to cough up real marketing materials and a real logo, not the gross crap they currently have on www.python.org, coming up with good brand identities and logos consumes lotsa lotsa hours. There's a lot involved in being a professional graphics designer, let alone an armchair one. It can take a month of work for a bunch of reasonably cooperative people to come up with a high quality logo, assuming you actually have a real graphic designer in your midst. That's a best case. Fortunately, I doubt anyone here has a problem with approving and shipping a logo, once something of reasonable quality is created. The Python Software Foundation, in contrast, are a bunch of painful Dilberts to work with. Consequently, some parties won't be working with them anymore. I guess I'd acutally plaster "IGDA Indie" stickers various places, so maybe I'm not as much of a crumudgeon about the idea as I thought. Just really bitter because of the good efforts a lot of people put into Python marketing, only to be summarily ignored by techies who can't / won't understand marketing and don't want to ship. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA "The pioneer is the one with the arrows in his back." - anonymous entrepreneur --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Thu Feb 5 23:00:20 2004 From: indies@igda.org (Brian Hook) Date: Thu, 5 Feb 2004 18:00:20 -0500 Subject: [IGDA_indies] Searchable archive In-Reply-To: Message-ID: <20042518020.426493@GATEWAY> > But the most important issue is searching. How difficult is it to > add this capability? Given that this is a common complaint with most mailman-based list servers, it's probably not trivial (cf. the SourceForge pretty much non-stop suckage with all things to do with mailing lists -- they use MailMan). If you're volunteering...=3D) Brian From indies@igda.org Thu Feb 5 23:17:47 2004 From: indies@igda.org (Brandon J. Van Every) Date: Thu, 5 Feb 2004 15:17:47 -0800 Subject: [IGDA_indies] Searchable archive In-Reply-To: <20042518020.426493@GATEWAY> Message-ID: Brian Hook wrote: > > > But the most important issue is searching. How difficult is it to > > add this capability? > > Given that this is a common complaint with most mailman-based list > servers, it's probably not trivial (cf. the SourceForge pretty much > non-stop suckage with all things to do with mailing lists -- they use > MailMan). > > If you're volunteering...=) At this time, no I am not. But we should decide the difficulty of having searchability, because we do have to tackle it eventually. Right now, we can hedge bets that this forum doesn't live long enough to be worth searching. I'm not thinking cynically, just practically. It's still a small enough archive to read linearly, even with the totally clunky interface. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA Taking risk where others will not. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Thu Feb 5 23:24:45 2004 From: indies@igda.org (Brandon J. Van Every) Date: Thu, 5 Feb 2004 15:24:45 -0800 Subject: [IGDA_indies] Searchable archive In-Reply-To: Message-ID: Brandon J. Van Every wrote: > > But we should decide the difficulty of > having searchability, because we do have to tackle it > eventually. Can mailing list archives somehow be plugged into the general IGDA search facility? That seems debateable. I got: SEARCH RESULTS for [IGDA_Indies] Sorry, no matches were found containing [IGDA_Indies]. Atomz is not set to crawl the IGDA Forums (which supports its own search function) or the chapter sub-sites. You can refer to the site map for a hierarchical layout of the site. Feel free to contact us for assistance. I don't know if this is a matter of choice or technical constraint. Jason, can you comment? Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA Taking risk where others will not. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Thu Feb 5 23:52:25 2004 From: indies@igda.org (John Szeder) Date: Thu, 5 Feb 2004 15:52:25 -0800 Subject: [IGDA_indies] Greetings and introductions Message-ID: <4D0621248D5DDE4795D70A854340E7F1017980@speech.directhost.net> My name is John Szeder and I used to run my own studio doing wireless = development before starting at Digital Chocolate, working for Trip = Hawkins as a director of development. =20 I am interested in helping out with the indie SIG as much as I can = despite the fact that where I am now indicates I am a shameless sell = out. =20 Most of the games that come out of the mainstream game industry are = boring, and some of the best games I have played in a while have come = from the indie community. =20 If there is anything I can do to help foster that culture, at the same = time learning from the people who create great games like these, I would = be more than happy to oblige. =20 Warm regards, =20 John Szeder Director of Development Digital Chocolate, Inc From indies@igda.org Fri Feb 6 03:38:57 2004 From: indies@igda.org (Jason Della Rocca) Date: Thu, 05 Feb 2004 22:38:57 -0500 Subject: [IGDA_indies] Searchable archive In-Reply-To: References: Message-ID: <6.0.1.1.2.20040205223624.05935908@mail.igda.org> >SEARCH RESULTS for [IGDA_Indies] Searching for "indie mailing list" brings up the main SIG page. Our general search tool cannot crawl our listserves. If the SIG page could certainly be updated with various keywords/etc to help in that aspect. The MailMan listserves are provided by our ISP (Pair Networks), as is. So, there's not much we can do about it... Jason ~~~~~~~~~~~~~~~~~ Jason Della Rocca Program Director International Game Developers Association t: 514-426-1162 f: 514-426-1201 Montreal, Canada ~~~~~~~~~~~~~~~~~ http://www.igda.org/blogs/realitypanic/ "Do or do not. There is no try." - Yoda From indies@igda.org Fri Feb 6 03:58:29 2004 From: indies@igda.org (Brandon J. Van Every) Date: Thu, 5 Feb 2004 19:58:29 -0800 Subject: [IGDA_indies] Searchable archive In-Reply-To: <6.0.1.1.2.20040205223624.05935908@mail.igda.org> Message-ID: Jason Della Rocca > > The MailMan listserves are provided by our ISP (Pair > Networks), as is. So, there's not much we can do about it... What if we got listed by gmane.org ? Somehow, that seems to be a typical way that clunky mailing lists end up with better searchable archives. I don't know what their terms are. Actually, there might not be any terms, I think one may be able to just do it. Anyone see any issues? Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA When no one else sells courage, supply and demand take hold. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Fri Feb 6 17:49:42 2004 From: indies@igda.org (Tron-sama [Brandii]) Date: Sat, 07 Feb 2004 01:49:42 +0800 Subject: [IGDA_indies] Suggestions Message-ID: <20040206174942.B849A102CF3@ws3.hk5.outblaze.com> Hello, long-time lurker here, I had a couple of suggestions: 1) A major problem that indies often seem to struggle with is finding affordable tools and services when they have no money. I would like to see some form of "$100 & Under" listing of helpful game development/business related tools, software, etc. Many people list cheap tools and services on places like 'gamedev.net', but in order to find them later you have to wade through news articles. It would be nice if they could simply add them to a searchable database. This would also provide the bonus of free advertising for indie game-tools devs. 2) People have been talking about spreading flyers and such as a means of advertisement – could we capitalize on this idea for the indie sig by passing out 'indie dev sig' flyers at the GDC this year? @>-----`-------- Brandii R. Grace -- _______________________________________________ Come to http://www.sailormoon.com the sailormoon friends & fan community where you get chat, e-mail and can even build your own homepages! Powered by Outblaze From indies@igda.org Fri Feb 6 18:20:16 2004 From: indies@igda.org (Brian Hook) Date: Fri, 6 Feb 2004 13:20:16 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <20040206174942.B849A102CF3@ws3.hk5.outblaze.com> Message-ID: <200426132016.469336@GATEWAY> > 1) A major problem that indies often seem to struggle with is > finding affordable tools and services when they have no money. I > would like to see some form of "$100 & Under" listing of helpful > game development/business related tools, software, etc. That's a very good point. IIRC, the Web site lists a bunch of open source tools, but that may actually only be in the article on open source stuff. In fact, that's a probably a good article by itself, briefly mentioning tools like: cvs/subversion gimp/paintshop blender/milkshape3d open office mingw/gcc/Dev-C++ Any volunteers? =3D) > 2) People have been talking about spreading flyers and such as a > means of advertisement =96 could we capitalize on this idea for the > indie sig by passing out 'indie dev sig' flyers at the GDC this > year? Not a bad idea as well, or at least it would be nice if GDC/IGDA cooperated to raise some awareness on the sig, but I don't know what the policy is on that. Brian From indies@igda.org Fri Feb 6 18:30:57 2004 From: indies@igda.org (Ted Southard) Date: Fri, 6 Feb 2004 13:30:57 -0500 Subject: [IGDA_indies] Suggestions References: <20040206174942.B849A102CF3@ws3.hk5.outblaze.com> Message-ID: <008e01c3ecdf$5d5e7740$6500a8c0@SUPER6> I dunno about "$100 and under", but there's plenty of cheap tools out there and it would be very helpful for a site to contain a listing of as many of the free/low-cost tools out there(maybe even broken down into categories like database, office sw, 2d sw, 3d sw, programming, etc). Ted Southard DigitalFlux Entertainment, LLC Ted@DigitalFlux.com http://www.DigitalFlux.com ----- Original Message ----- From: "Tron-sama [Brandii]" To: Sent: Friday, February 06, 2004 12:49 PM Subject: [IGDA_indies] Suggestions > Hello, long-time lurker here, I had a couple of suggestions: > > 1) A major problem that indies often seem to struggle with is finding affordable tools and services when they have no money. I would like to see some form of "$100 & Under" listing of helpful game development/business related tools, software, etc. > > Many people list cheap tools and services on places like 'gamedev.net', but in order to find them later you have to wade through news articles. It would be nice if they could simply add them to a searchable database. This would also provide the bonus of free advertising for indie game-tools devs. > > 2) People have been talking about spreading flyers and such as a means of advertisement - could we capitalize on this idea for the indie sig by passing out 'indie dev sig' flyers at the GDC this year? > > > @>-----`-------- > Brandii R. Grace > > -- > _______________________________________________ > Come to http://www.sailormoon.com the sailormoon friends & fan community where you get chat, e-mail and can even build your own homepages! > > Powered by Outblaze > _______________________________________________ > indies mailing list > indies@igda.org > http://four.pairlist.net/mailman/listinfo/indies > --- > > --- From indies@igda.org Fri Feb 6 18:30:49 2004 From: indies@igda.org (Tom Spilman) Date: Fri, 6 Feb 2004 12:30:49 -0600 Subject: [IGDA_indies] Suggestions In-Reply-To: <20040206174942.B849A102CF3@ws3.hk5.outblaze.com> Message-ID: <000201c3ecdf$5d718a10$6601a8c0@meanie> > 1) A major problem that indies often seem to struggle with is > finding affordable tools and services when they have no > money. I would like to see some form of "$100 & Under" > listing of helpful game development/business related tools, > software, etc. Speaking of, people are probably not aware of Microsoft's Action Pack. http://members.microsoft.com/partner/salesmarketing/partnermarket/action pack/actionpack_standard.aspx If your looking for 10 licenses for the latest versions of WinXP, Office, Project, Visio, and others it's hard to beat $299. The only caveats are that the software is only for internal use ( for example you can't run a public web server with it or resell it ) and it's a subscription so you must renew to continue to use the licenses legally. Still if you need a couple of these products and consider yearly upgrade costs it can be quite a deal for some. Tom From indies@igda.org Fri Feb 6 18:34:01 2004 From: indies@igda.org (Olivier Lejade) Date: Fri, 06 Feb 2004 19:34:01 +0100 Subject: [IGDA_indies] Suggestions In-Reply-To: <200426132016.469336@GATEWAY> References: <200426132016.469336@GATEWAY> Message-ID: <4023DE19.10503@mekensleep.com> Brian Hook wrote: > In fact, that's a probably a good article by itself, briefly > >mentioning tools like: > >cvs/subversion >gimp/paintshop >blender/milkshape3d >open office >mingw/gcc/Dev-C++ > >Any volunteers? =) > > Yes, I can volunteer on a "Free Software in game dev" article, once i'm done with the one on the french indie scene. Best, O. From indies@igda.org Fri Feb 6 18:42:23 2004 From: indies@igda.org (Ben Sawyer) Date: Fri, 6 Feb 2004 13:42:23 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <200426132016.469336@GATEWAY> Message-ID: <072f01c3ece0$f666d670$c196c618@stlawrence> I'm doing some stuff for a book that will allow me to pub the stuff on low-end tools. If people are willing to wait I'll piece something together by around end of April. - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Brian Hook Sent: Friday, February 06, 2004 1:20 PM To: indies@igda.org Subject: Re: [IGDA_indies] Suggestions > 1) A major problem that indies often seem to struggle with is finding > affordable tools and services when they have no money. I would like to > see some form of "$100 & Under" listing of helpful game > development/business related tools, software, etc. That's a very good point. IIRC, the Web site lists a bunch of open source tools, but that may actually only be in the article on open source stuff. In fact, that's a probably a good article by itself, briefly mentioning tools like: cvs/subversion gimp/paintshop blender/milkshape3d open office mingw/gcc/Dev-C++ Any volunteers? =) > 2) People have been talking about spreading flyers and such as a means > of advertisement - could we capitalize on this idea for the indie sig > by passing out 'indie dev sig' flyers at the GDC this year? Not a bad idea as well, or at least it would be nice if GDC/IGDA cooperated to raise some awareness on the sig, but I don't know what the policy is on that. Brian _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Fri Feb 6 18:42:55 2004 From: indies@igda.org (Ben Sawyer) Date: Fri, 6 Feb 2004 13:42:55 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <000201c3ecdf$5d718a10$6601a8c0@meanie> Message-ID: <073101c3ece1$08ef8ee0$c196c618@stlawrence> Yeah the Action Pak is an AMAZING deal. Highly recommended. -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of = Tom Spilman Sent: Friday, February 06, 2004 1:31 PM To: indies@igda.org Subject: RE: [IGDA_indies] Suggestions > 1) A major problem that indies often seem to struggle with is > finding affordable tools and services when they have no=20 > money. I would like to see some form of "$100 & Under"=20 > listing of helpful game development/business related tools,=20 > software, etc.=20 Speaking of, people are probably not aware of Microsoft's Action Pack. http://members.microsoft.com/partner/salesmarketing/partnermarket/action pack/actionpack_standard.aspx If your looking for 10 licenses for the latest versions of WinXP, = Office, Project, Visio, and others it's hard to beat $299. The only caveats are that the software is only for internal use ( for example you can't run a public web server with it or resell it ) and it's a subscription so you = must renew to continue to use the licenses legally. Still if you need a = couple of these products and consider yearly upgrade costs it can be quite a deal = for some. Tom _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Fri Feb 6 18:37:58 2004 From: indies@igda.org (Brian Hook) Date: Fri, 6 Feb 2004 13:37:58 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <4023DE19.10503@mekensleep.com> Message-ID: <200426133758.072908@GATEWAY> > Yes, I can volunteer on a "Free Software in game dev" article, once > i'm done with the one on the french indie scene. Woo-hoo! Okay, any more volunteers willing to step up to the plate? =3D) A series of articles I'd love to see are: - fundamentals of Web site hosting, including hosting, downloads, secure downloads, etc. - fundamentals of e-commerce (using merchant partners, handling sales directly) - protecting your assets -- techniques to combat piracy Brian From indies@igda.org Fri Feb 6 20:01:51 2004 From: indies@igda.org (Bounty Hunter) Date: Fri, 06 Feb 2004 15:01:51 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <200426132016.469336@GATEWAY> References: <200426132016.469336@GATEWAY> Message-ID: <1076097709.22508.13.camel@prospero.ehtsc.co.cu> El vie, 06-02-2004 a las 13:20, Brian Hook escribió: > > 1) A major problem that indies often seem to struggle with is > > finding affordable tools and services when they have no money. I > > would like to see some form of "$100 & Under" listing of helpful > > game development/business related tools, software, etc. > > That's a very good point. IIRC, the Web site lists a bunch of open > source tools, but that may actually only be in the article on open > source stuff. > > In fact, that's a probably a good article by itself, briefly > mentioning tools like: > > cvs/subversion > gimp/paintshop > blender/milkshape3d > open office > mingw/gcc/Dev-C++ > I would add these nice game engines to the list: Ogre 3d (www.ogre3d.org), possibly the best open source 3d engine Neoengine (neoengine.sf.net), a complete game engine (network support, sounds, physics) Crystal space (crystal.sf.net), another complete game engine, I think Irrlicht (irrlicht.sf.net), 3d engine, very easy to use All of them are licensed under LGPL or even less restrictive licenses. Basically, you can use any of them to create a closed source, commercial game. Also are crossplatform, and supports multiple rendering backends: Opengl, DirectX, software; multiple file formats (BSPs, 3ds, md2/3), user interface and filesystem abstraction (they can transparently read compressed files). -- Roger D. Vargas Linux user #180787 ICQ: 117641572 "Cuando has comprendido el Camino de la Estrategia, ya no hay nada que no puedas comprender", Miyamoto Musashi, El libro de los Cinco Anillos. From indies@igda.org Fri Feb 6 20:10:10 2004 From: indies@igda.org (Brian Hook) Date: Fri, 6 Feb 2004 15:10:10 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <1076097709.22508.13.camel@prospero.ehtsc.co.cu> Message-ID: <200426151010.439798@GATEWAY> > I would add these nice game engines to the list: I'd actually split it this into at least 3 groups: - inexpensive/open source libraries (with a LOT more subcategories) - inexpensive/open source engines - inexpensive/open source GUI packages - inexpensive/open source tools (with a lot more subcategories) Probably a decent series of articles in there if someone has the writing bug. Brian From indies@igda.org Fri Feb 6 20:09:49 2004 From: indies@igda.org (Jason Della Rocca) Date: Fri, 06 Feb 2004 15:09:49 -0500 Subject: [IGDA_indies] Suggestions In-Reply-To: <200426132016.469336@GATEWAY> References: <20040206174942.B849A102CF3@ws3.hk5.outblaze.com> <200426132016.469336@GATEWAY> Message-ID: <6.0.1.1.2.20040206150444.02106b00@mail.igda.org> Regarding SIG promotion at GDC... With 70+ chapters, a dozen committees and SIGs, and many other subgroups and initiatives, the IGDA simply cannot put out flyers/etc, and do marketing for each one. Rather, we work on general awareness of the IGDA as a whole and try to point people in the direction. That said, several of the above groups do have specific sessions to address their needs (eg, Womens Group Gather, HR tutorial, AI SIG standards, etc, etc). Some groups do their own stuff like hand out flyers, or create custom t-shirts, etc. Last year, we had a group gathering session for indie developers. This year, when I was trying to put plans together, I didn't get much response from anyone (not pointing fingers, but I think Brian was moving that week). Sadly, there's no GG for indies on the schedule this year :( Sorry. Jason ~~~~~~~~~~~~~~~~~ Jason Della Rocca Program Director International Game Developers Association t: 514-426-1162 f: 514-426-1201 Montreal, Canada ~~~~~~~~~~~~~~~~~ http://www.igda.org/blogs/realitypanic/ "Do or do not. There is no try." - Yoda From indies@igda.org Sat Feb 7 02:53:59 2004 From: indies@igda.org (Tron-sama [Brandii]) Date: Sat, 07 Feb 2004 10:53:59 +0800 Subject: [IGDA_indies] GDC indie-gathering Message-ID: <20040207025401.869FF3F92@ws2.hk5.outblaze.com> Jason, Could we, as a sig, put something together some hand-outs for the GDC? Would we have to get permission from someone to do this? For that matter, who would be in charge/eligable to submit a proposal to do an indie-sig gathering at the GDC? I would assume, so far, Brian is the only eligable member to do this task. For future reference, is there some sort of pre-reqs we are going to place on people in such power positions for the indie-sig? (I.e. - position in a company, number of commercial releases, etc.) @>-----`-------- Brandii R. Grace - Just a gal looking for work :) ---------------- > Regarding SIG promotion at GDC... > > With 70+ chapters, a dozen committees and SIGs, and many other subgroups > and initiatives, the IGDA simply cannot put out flyers/etc, and do > marketing for each one. Rather, we work on general awareness of the IGDA as > a whole and try to point people in the direction. > > That said, several of the above groups do have specific sessions to address > their needs (eg, Womens Group Gather, HR tutorial, AI SIG standards, etc, > etc). Some groups do their own stuff like hand out flyers, or create custom > t-shirts, etc. > > Last year, we had a group gathering session for indie developers. This > year, when I was trying to put plans together, I didn't get much response > from anyone (not pointing fingers, but I think Brian was moving that week). > Sadly, there's no GG for indies on the schedule this year :( > > Sorry. > > Jason -- _______________________________________________ Come to http://www.sailormoon.com the sailormoon friends & fan community where you get chat, e-mail and can even build your own homepages! Powered by Outblaze From indies@igda.org Sat Feb 7 09:33:51 2004 From: indies@igda.org (Brandon J. Van Every) Date: Sat, 7 Feb 2004 01:33:51 -0800 Subject: [IGDA_indies] 3D engines In-Reply-To: <1076097709.22508.13.camel@prospero.ehtsc.co.cu> Message-ID: Bounty Hunter wrote: > > Ogre 3d (www.ogre3d.org), possibly the best open source 3d engine > Neoengine (neoengine.sf.net), a complete game engine (network support, > sounds, physics) > Crystal space (crystal.sf.net), another complete game engine, I think > Irrlicht (irrlicht.sf.net), 3d engine, very easy to use > All of them are licensed under LGPL or even less restrictive licenses. Add http://nebuladevice.sourceforge.net to the pile. BSD license. = Nebula 1 runs on DirectX and OpenGL and is commercially proven. See = http://www.project-nomads.de/ . I'm told it has also been used in 10 = other commercial titles, but I haven't verified that. At a glance it is = significantly better than the other freeware engines I've looked at, no = doubt because it's got a game company, Radon Labs, pushing a lot of the = technology. Downside is that at this time, Nebula 2 is very much a work = in progress. Upside is that project organization and discipline is = excellent. Nebula 2 is heavily shader driven and currently DirectX = centric. It'll be ported to OpenGL 2.0 when that's available, it's not = terribly reasonable to do OpenGL shader support before then. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA 20% of the world is real. 80% is gobbledygook we make up inside our own heads. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 =20 From indies@igda.org Sat Feb 7 09:41:24 2004 From: indies@igda.org (Brandon J. Van Every) Date: Sat, 7 Feb 2004 01:41:24 -0800 Subject: [IGDA_indies] GDC indie-gathering In-Reply-To: <20040207025401.869FF3F92@ws2.hk5.outblaze.com> Message-ID: Tron-sama [Brandii] wrote: > > For future reference, is there some sort of > pre-reqs we are going to place on people in such power > positions for the indie-sig? (I.e. - position in a company, > number of commercial releases, etc.) 'Power' ? Dude, I'd hazard a guess that it falls to whoever's willing to actually do the work and isn't a flake! You want the job, step right up and Just Do It. Groups at this low level of organization don't have the manpower and resources to worry about 'power'. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA 20% of the world is real. 80% is gobbledygook we make up inside our own heads. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Sat Feb 7 13:11:41 2004 From: indies@igda.org (Ben Sawyer) Date: Sat, 7 Feb 2004 08:11:41 -0500 Subject: [IGDA_indies] GDC indie-gathering In-Reply-To: <20040207025401.869FF3F92@ws2.hk5.outblaze.com> Message-ID: <089501c3ed7b$ed57a410$c196c618@stlawrence> Jason can correct me but what I can tell you is that as he said leaving stuff on tables is not allowed - they send sweepers through to pick = stuff up so not only is frowned upon but it won't go very far. At times though = there is sometimes a table that is allowed but I'm not sure if that feature = has been kept. What I would do is maybe we could design a simple half page flyer = everyone could take and print out at a their local Kinkos and take 50 of them = with them to GDC. Then what you do is just hand them out to people you meet = who might be interested. I'm not saying hand them out at random just as you meet people have something to give them. I did this last years with the Serious Games list and aside from my session it helped get me a dozen or more participants. If there were ten or more people going it would be pretty easy for each person to hand out 20-30 just from people you = casually meet out there, or at parties and stuff afterwards. There is also = nothing stopping people from an informal gathering at a local pub etc. if = someone is willing to declare a time and place. =20 At the very least talk things up - tell people it exists and get their = card if they're interested and say you'll send them an invite to the list = when you get back. This is where relevant roundtables are useful since = you'll get a chance to announce you have some info for people if they're interested. =20 Granted these things aren't as good as an official meeting or a huge = banner at the front of the conference center but they'll work. It's got to be = a person by person effort at this point. =20 - Ben -----Original Message----- From: indies-admin@igda.org [mailto:indies-admin@igda.org] On Behalf Of Tron-sama [Brandii] Sent: Friday, February 06, 2004 9:54 PM To: indies@igda.org Subject: Re: [IGDA_indies] GDC indie-gathering Jason,=20 Could we, as a sig, put something together some hand-outs for the GDC? = Would we have to get permission from someone to do this? For that matter, who would be in charge/eligable to submit a proposal to do an indie-sig gathering at the GDC? I would assume, so far, Brian is the only eligable member to do this task. For future reference, is there some sort of = pre-reqs we are going to place on people in such power positions for the = indie-sig? (I.e. - position in a company, number of commercial releases, etc.) @>-----`-------- Brandii R. Grace - Just a gal looking for work :) ---------------- > Regarding SIG promotion at GDC... >=20 > With 70+ chapters, a dozen committees and SIGs, and many other=20 > subgroups > and initiatives, the IGDA simply cannot put out flyers/etc, and do=20 > marketing for each one. Rather, we work on general awareness of the = IGDA as=20 > a whole and try to point people in the direction. >=20 > That said, several of the above groups do have specific sessions to=20 > address > their needs (eg, Womens Group Gather, HR tutorial, AI SIG standards, = etc,=20 > etc). Some groups do their own stuff like hand out flyers, or create custom=20 > t-shirts, etc. >=20 > Last year, we had a group gathering session for indie developers. This > year, when I was trying to put plans together, I didn't get much = response=20 > from anyone (not pointing fingers, but I think Brian was moving that week).=20 > Sadly, there's no GG for indies on the schedule this year :( >=20 > Sorry. >=20 > Jason --=20 _______________________________________________ Come to http://www.sailormoon.com the sailormoon friends & fan community where you get chat, e-mail and can even build your own homepages! Powered by Outblaze _______________________________________________ indies mailing list indies@igda.org http://four.pairlist.net/mailman/listinfo/indies From indies@igda.org Sat Feb 7 19:45:26 2004 From: indies@igda.org (Andy Smith) Date: Sat, 07 Feb 2004 11:45:26 -0800 Subject: [IGDA_indies] IGDA Indie Logo WAS GDC indie-gathering In-Reply-To: <089501c3ed7b$ed57a410$c196c618@stlawrence> References: <089501c3ed7b$ed57a410$c196c618@stlawrence> Message-ID: <40254056.6010500@anarkystic.com> I recall hearing about some need for some kind of logo for the Indie IGDA sig, so some quick work turned up this, let me know what you all think. Logo: http://www.anarkystic.com/images/igda_indie.png -Andy From indies@igda.org Sat Feb 7 21:04:55 2004 From: indies@igda.org (Brandon J. Van Every) Date: Sat, 7 Feb 2004 13:04:55 -0800 Subject: [IGDA_indies] GDC indie-gathering In-Reply-To: <089501c3ed7b$ed57a410$c196c618@stlawrence> Message-ID: Ben Sawyer wrote: > > What I would do is maybe we could design a simple half page > flyer everyone > could take and print out at a their local Kinkos and take 50 > of them with > them to GDC. Then what you do is just hand them out to > people you meet who > might be interested. I'm not saying hand them out at random > just as you meet people have something to give them. At GDC 2002, Team Yellow won Leviathan precisely because we had a bold French woman who would simply grab random people, slap a yellow sticker on 'em, drag them over to the gameboard, and then explain how recruitment works and what's going on. They could renege at that time I suppose, but I don't remember anyone doing so. What guy doesn't want to be dragged around by a French woman? And, I was pretty aggressive about recruitment in my own way as well. Aggressive recruitment + correct opening strategy is how we won the game. Oh, and that *dollar* I spent at the right moment, eh Jason? :-) Don't be a sheep about promotion. If you want to promote, hand out tons of flyers indiscriminately. Don't spend 5 minutes of your valuable conference time trying to assess whether someone may or may not be interested in IGDA Indie stuff. Assuming you really are an indie, you're probably paying many hundreds of dollars to be at the conference. If you're going to spend *that* long yakking at someone, I hope it is for purposes of a higher quality connection than simply handing out a flyer. "Are you interested in indie game development?" and hand extended with a flyer is all you have to do. If they are, they'll take it. If they aren't, they won't. Hit 'em in the lunch line. They're not going anywhere, they got time to read. Hit 'em anywhere they're standing around gawking at something. Hit 'em when they're sitting around waiting for a lecture to start. Hit 'em when the lecture is boring them to tears and they're falling asleep. "I know this *much* more interesting session...." Well, assuming the Indie SIG ever gets a session going. Actually, I enjoy dragging people away from boring sessions to stuff I'm more interested in, Indie SIG or no. Got time to talk 'em up on the way. If you really want to promote, you can certainly hand out more than 50 flyers. You can hit 'em as often as you've got energy for. > There is also nothing > stopping people from an informal gathering at a local pub > etc. if someone is > willing to declare a time and place. Except logistics. Don't underestimate the difficulty of following directions to a place you've never been to in a strange city. I heard about this AI meeting and had halfway-remembered the directions to it. It was near the conference center and should have been easy, or so various people assured me. I spent an hour circling long city blocks where it "should have been," then gave up. You also need to know how large of a crowd you'll be servicing. "Impromptu informal pub / restaurant gathering" works great for 6 people, less well for 12 people, really needs serious logistical planning for any more than that. The MUD-Dev people are experienced at this sort of thing. https://www.kanga.nu/lists/listinfo/mud-dev/ They would typically congregate in front of the convention center at an appointed time, wait for some time window, then march to destination en masse. Of course, they have a lot of people to deal with, they've been extant for a long time. This Indie SIG is still just figuring itself out. You could ask "how many people know they want to meet up?" but I bet right now, for this year, that number is small. > At the very least talk things up - tell people it exists and > get their card > if they're interested and say you'll send them an invite to > the list when you get back. Talking people up is good. Bear in mind, however, that a flyer with an e-mail address and a compelling list of bullet points *why* someone should sign up is also good. There isn't time to talk up everybody, not if you really want to move people in volume. > This is where relevant roundtables are useful > since you'll > get a chance to announce you have some info for people if they're > interested. Don't be shy about making a 10 second elevator pitch for Indie SIG after you've put in your $0.02 about a topic. The roundtable doesn't *have* to be relevant. Everybody is at the conference to network. > Granted these things aren't as good as an official meeting or > a huge banner > at the front of the conference center but they'll work. It's > got to be a person by person effort at this point. Person to person, the quality time approach, is good. But don't forget person to herd. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA Taking risk where others will not. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004 From indies@igda.org Sat Feb 7 21:07:12 2004 From: indies@igda.org (Brandon J. Van Every) Date: Sat, 7 Feb 2004 13:07:12 -0800 Subject: [IGDA_indies] IGDA Indie Logo WAS GDC indie-gathering In-Reply-To: <40254056.6010500@anarkystic.com> Message-ID: Andy Smith > > I recall hearing about some need for some kind of logo for the Indie > IGDA sig, so some quick work turned up this, let me know what > you all think. > > Logo: http://www.anarkystic.com/images/igda_indie.png Fan-f***ing-tastic! I would only suggest adding color. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA Taking risk where others will not. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.572 / Virus Database: 362 - Release Date: 1/27/2004