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Gamedev

10 Steps to Making Your First Game Successful

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Gamedev

By: Wlad Marhulets
Narrated by: Yong Yea
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About this listen

If you know nothing about game development, you're basically me before I started working on my first game, DARQ. This book is for beginners and assumes no knowledge of game development on the listener's part.

As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. DARQ won numerous awards, such as The Best Game of the MIX/PAX, and received a user rating of nine out of 10. DARQ was in the top 50 of the most wish-listed games on Steam before launch. It made it to the "Top Selling", "New and Popular", and "Featured and Recommended" tabs on Steam. Ultimately, DARQ became the number 42 Most Shared PC Video Game of 2019 (Metacritic).

In this book, I describe how I did it. If you're an aspiring developer wanting to make a living from making games, this book is for you.

The book guides you through a step-by-step process of making a commercial game. It teaches you how to learn all the necessary skills and covers various aspects of game development: mindset, preproduction, funding, business, law, development, marketing, PR, publishing, distribution, as well as pre-launch, launch, and post-launch strategies.

©2020 Wlad Marhulets (P)2020 Wlad Marhulets
Video Game Game Development
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Essential Gamedev reading

One of the best and most useful books I have read on game development.

Has provided me with lots of great advice and inspiration to persevere.

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Excellent book

Highly recommend this book for its inspirational messages, practical advice and tips. A must read !

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Very insightful and relevant

Very well written and narrated with tons of contemporary hands on knowledge about game development

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A little brash, but provides a timely overview

I'm not exactly the main target group. I've worked in the industry for some years, and I've sometimes been toying with the thoughts of my own side project. I'm curious listener. That framing may explain my coming thoughts.

I nearly returned this book at some point, when I encountered yet another absolute disposition. There are several observations throughout that seems a bit... young. Like announcing that it is always better for a game to be long, without considering the target group. Claiming that red always signifies attention, without considering that red often has a useful contrast, and that it's this contrast, and not the color red itself that is a catch-all. The position that there is little joy to be had in mobile development comes off as a bit idealist.

So yeah, a bit young in its overall feel. But it may also be its strength. The younger audience, and the ones likely to need this book, doesn't always have time to decipher what some old cryptic elephant has to offer in terms of wisdom. They want a cheat-sheet, or there's a reddit thread that explains it quicker.


This book is very contemporary, which is very useful right now. It may need to change several times over, as game dev resources and the social media landscape changes. I could see this book exchanging zeitgeist elements over the years for tried and true observations, and in the end become timeless, just in time for the author to become an old elephant himself.

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