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GAMEDEV: 10 Steps to Making Your First Game Successful

Summary and Review of GAMEDEV:10 Steps to Making Your First Game Successful

Introduction to the Book

This book is a comprehensive guide for beginners in game development. Written by the creator of the critically acclaimed and commercially successful game DARQ, it offers an insider’s perspective on how someone with no prior experience can create a hit game from scratch.

The author had no background in coding, modeling, texturing, animation, or game design before starting. Despite this, DARQ achieved remarkable success—both critically and commercially—without spending a dime on marketing. This book aims to share the step-by-step process behind that success and help aspiring developers replicate it.

GAMEDEV: 10 Steps to Making Your First Game Successful
GAMEDEV: 10 Steps to Making Your First Game Successful


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What the Book Covers

Holistic Approach to Game Development

The book covers every major aspect of making a commercial game, including:

  • Mindset: Developing the right attitude and perseverance needed for game development.
  • Preproduction: Planning and designing your game concept.
  • Funding: Strategies for securing financial resources.
  • Business and Law: Understanding legal considerations and business management.
  • Development: Learning coding, modeling, texturing, animation, and other technical skills.
  • Marketing and PR: How to promote your game without a marketing budget.
  • Publishing and Distribution: Getting your game on platforms like Steam and beyond.
  • Launch Strategies: Preparing for pre-launch buzz, launch day activities, and maintaining momentum post-launch.

Step-by-Step Process

The author walks readers through a practical, step-by-step roadmap, showing how to:

  • Learn essential skills from scratch.
  • Manage time and resources efficiently.
  • Build a game that appeals to both critics and players.
  • Leverage media exposure without paid marketing.
  • Navigate the complex world of game publishing.

Highlights from DARQ’s Success Story

  • DARQ featured in major media outlets: IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others.
  • Won prestigious awards like The Best Game of MIX/PAX.
  • Achieved a user rating of 9/10.
  • Ranked in the top 50 most wish-listed games on Steam before launch.
  • Landed on Steam’s Top Selling, New and Popular, and Featured and Recommended tabs.
  • Became the 42nd Most Shared PC Video Game of 2019 according to Metacritic.

Reviews & Feedback on the Book

Positive Reviews

  • Inspiring: Many reviewers appreciate the motivational tone, emphasizing that anyone can succeed regardless of background.
  • Comprehensive: The book’s wide coverage—from mindset to post-launch—receives praise for leaving no stone unturned.
  • Practical: Readers find the step-by-step approach easy to follow and actionable.
  • Real-world examples: The author’s personal journey with DARQ adds authenticity and credibility.

Constructive Criticism

  • Some readers wished for more detailed tutorials on specific technical skills (coding, 3D modeling).
  • A few noted that the business and legal sections could be expanded with more examples.

Key Takeaways from the Book

  • You don’t need prior experience to make a successful game; learning as you go is possible.
  • Strong mindset and perseverance are as important as technical skills.
  • Effective planning and preproduction can save time and resources later.
  • You can gain significant media exposure without paid marketing by focusing on quality and storytelling.
  • Understanding the business and legal side is crucial to protect your work and earn revenue.
  • Launch strategies matter: building hype before launch impacts success dramatically.
  • Post-launch support helps maintain player interest and drives long-term sales.

Who Should Read This Book?

  • Aspiring game developers with little or no experience.
  • Indie developers looking for guidance on launching a commercial game.
  • Anyone interested in the business side of indie game development.
  • Fans of DARQ curious about how it was made.

Average Score Based on Reviews

AspectAverage Score (out of 10)
Content Quality9
Practicality8.5
Inspirational Value9.5
Coverage Depth8
Writing Style8.5

Calculated average score: = 8.7 of 10


Final Thoughts

This book is an invaluable resource for beginners who want to learn how to create a commercially viable and critically acclaimed game without prior experience. It emphasizes that success in game development comes not just from technical skill but from mindset, planning, business knowledge, and smart marketing strategies.

By sharing the story of DARQ’s success and providing a detailed roadmap, this book empowers aspiring developers to turn their ideas into reality.


Summary Table

FeatureDescription
Target AudienceBeginners with no experience in game development
Author’s BackgroundFirst-time developer who created DARQ
Main FocusStep-by-step guide covering all aspects of game dev
Unique Selling PointReal-life case study of DARQ’s success
StrengthsComprehensive, motivational, practical
WeaknessesCould expand on technical tutorials
Average Rating8.7/10

Would you like me to help create a more detailed review or prepare specific summaries per chapter?

Who is this book for?

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 reader’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 $0 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 9 out of 10. DARQ was in the TOP 50 of the most wishlisted 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 #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.

What is the book about?

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.

Endorsements

  • “Reading this book is the shortest route toward a solid understanding of how to make indie games, both from creative and business perspectives.” —Quentin De Beukelaer | Game Designer of Assassin’s Creed IV: Black Flag, Assassin’s Creed Unity, Ghost Recon Breakpoint  
  • “There are many books on game development, but none of them address the mindset you need for success. Wlad’s philosophy very much reminds me of what it was like in the early days of making games for Blizzard.” —Mark Kern | Former Team Lead for World of Warcraft, Producer of Diablo II and Starcraft.
  • “This book is a comprehensive guide to the business of game development.” —Bjørn Jacobsen | Sound Designer of Cyberpunk 2077, Hitman  
  • “This book captures the process and creates a valuable resource for upcoming developers and creators alike.” —Piotr Babieno | CEO of Bloober Team, Layers of Fear, Blair Witch, Observer, The Medium
  • “This book is bursting with wisdom that will move you closer to realizing your dream.” —Richard Gale | 3-time Emmy-winning director

The foreword is written by Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer John Corigliano.

Collaborators

The book features advice by a number of industry professionals, including:

  • Mark Kern (former lead for World of Warcraft, producer of Diablo II and Starcraft)
  • Quentin De Beukelaer (Game Designer of Assassin’s Creed Unity and Ghost Recon Breakpoint)
  • Bjørn Jacobsen (Sound Designer of Cyberpunk 2077 and Divinity: Fallen Heroes)
  • Austin Wintory (Grammy-nominated composer of “Journey”)
  • Wojciech Piejko (Lead Designer of “Observer” and “The Medium”)
  • Barbara Kciuk (Narrative Designer of Blair Witch)
  • Rami Ismail (Developer of Nuclear Throne and Super Crate Box)
  • Dan Adelman (Biz Dev of “Chasm” and “Axiom Verge”)
  • Scott Millard (Publisher, Managing Director at Feardemic, Former Managing Director at Bandai Namco)
  • Stephen McArthur (Video Game Attorney)
  • Toms Martin (Video Game Investor)

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