Monday 6 March 2017

Pre-Production Techniques for the Creative Media Industries

Pre-Production Techniques for the Creative Media Industries

Finance-
Within this assignment I will go through the details of what it costs to make specific software, hardware, publishing agencies, IP property and copyright protection, rating, promotional websites and more. This will be able to give you a better insight of how much financial costs go into making a game and this could also help if you wish to create a game and want to know how much it will take to do this
Software
To begin with I am going to be talking about how much money it has taken to use specific software more importantly game engines, when making a game engine acts as the groundwork in which you can continuously build your game off of.

Image result for unreal engineUnreal Engine- this is a game engine that was developed by Epic Games. It uses the C++ language and is available on the platforms Windows, OS X, Linux, Android, Nintendo Switch, PlayStation 3/4, Wii U, Xbox 360 and One.  This is also available in English, Korean, Chinese, Japanese and Portuguese.
The initial release for this was May 1998 and has been upgraded since to suit the newer technology and graphics. For the newest version of Unreal Engine 4 it costs $19 a month with a subscription plan, however recently it has changed to become free to all people which is quite useful. They did this in an attempt to lure in more people to use this software and to divert from other platforms such as Unity and CryEngine. They also said that you can download the engine and use it for everything from game development, education, architecture, visualization, VR, film and animation. But when you ship a game or an application you have to pay a 5% royalty fee on gross revenue after the first $3000 on a product per quarter. They explained that it is a simple arrangement in which the company can succeed in the games developer succeeds. This means that if a game maker creates a great game from this engine both the company who made the engine and the game maker can get a profit so it equals out. This game engine would be a good recommendation to game developers who do not have alot of money, this is as this application is free so they would be aloud to experiment with games and test different ideas and they would only have to pay the producers who made the game engine if they made a profitable game.

Image result for unityUnity- this is a cross platform game engine that was developed by Unity Technologies. The initial release for this was the 8th of June 2005 and is written in both C and C++ language. This is used to develop games for Pc's, Consoles, Mobile Devices, Websites and more. This platform can be available on 27 platforms and is only available in English.
First of all there is three types of Unity account-
The first one is Unity Personal which is free. For this you have a $100k revenue/ funding cap, its available to all platforms, you also have Unity splash screen and personal tier services.
The next subscription is Unity Plus, for this you need to pay £35 a month which goes with a 12 commitment. You also have a $200k revenue or funding cap, its available for all platforms, you have an option for unity splash screen. There is also a dark editor skin and plus tier services.
The last subscription plan is Unity Pro, with this you have to pay $125 a month for a 12 month commitment plan. There is no revenue cap you have made, its available for all platforms again, optional Unity splash screen, dark editor skin, Pro tier services and you can pay to own.

Some problems with this is if you are using the free version and earn more than $100k for a game it is likely you will either have to pay to use the software (Unity Plus/Pro) or Unity will sue you for the money and you might likely be banned from using the software, this also goes with Unity Plus is you go above $200k.
Another potential downside of Unity Plus/Pro is that you have to commit to a subscription for at least 12 months at a time- this can be bad if you pay the money and find out you don't like how the engine works and with this its a good idea to get the free version before so you can experiment making different games and if you like the engine you can then upgrade. This function can also be a positive as Unity might change the price for subscription and with your 12 month commitment the price will not change for you.
A good thing about this game engine is that it is available for all platforms which makes it easier and can suit different games designers preferences of device. Another good thing is the with Unity Pro there is not a cap on how much can earn for a game- this means you are able to keep all the profits to yourself. Also the free Unity is good for beginners as it lets them explore and test the engine to see what games they can make, it gives them freedom to create.
Overall Unity would be good for a range of people through the different subscription packages, most of it depends on whether the game you want to make will make a massive profit or not.

Image result for cry engineCRYENGINE- this is a game engine that was designed by a German game developer Crytek. It is written in C++, Lua and C# and is available on Windows, Linux, PlayStation 3/4, Wii U, Xbox 360/One, IOS and Android.
To access Cry Engine you must pay $9.90 per month. For this you wont have to pay any additional licencing fees or royalties.
Some reviews from this engine state that they could create a huge open world, no loading seams, dynamic lighting and beautiful cutting edge graphics. They then said Cry Engine was a great choice and no other engine could compare.
Another person said they were allowed to make vast high detailed levels that were created unlike using any other engine with a faster pace of design. They also stated how much of a joy it was to work with
Obviously from this it shows that this engine is well acclaimed and its quite cheap compared to other engines and there is no restrictions in terms of money and royalties which is good.

Game Maker- this is a proprietary game creation system that was created by Mark Overmars in the Delphi language. This engine was released on the 15th of November 1999 and is able to run on Windows, OS X, Android, IOS, Xbox One and PlayStation.
Here is a table to show the prices of Game Maker:
Image result for game maker
Studio FREEStudio ProfessionalStudio Master Collection
Fully-Featured EngineYesYesYes
Royalty-FreeYesYesYes
Marketplace BuyingYesYesYes
Player ExportYesYesYes
Desktop ExportsWindows OnlyYesYes
Customisable Splash ScreenYesYes
Early AccessYesYes
Marketplace SellingYesYes
Mobile TestingYesYes
Export ModulesAdditional Yes
FREE DOWNLOADFROM $149.99$799.99

Overall from this table you can tell that its going to be quite expensive to get Game Maker.  For this again it would be a good idea for you to download the free version to test the software out then if you like it you can go on to upgrading. Also the payment system for this is different as you have to pay an upfront cost unlike the other subscriptions which are meant to be paid monthly- this can be quite convenient for some people as they do not have the money straight away and prefer it in segments, but for other this system might be a positive- it just depends on the person.

There is also differences between two versions, 1 and 2. The first version (1.4) has a market place, updated extensions, better audio, new physics functions and a user interface. The second version has room editor that has layers, an image editor, tile sets, drag and drop options and a whole host of improvements and features. You are probably better off with the second version s everything is updated with lots of new functions.

Image result for construct 2Construct 2- this is a HTML5- based editor which usually concentrates on 2D graphics. This was developed by Scirra Ltd and is aimed at non-programmers through its drag and drop options which make game making simpler. This was released on February the 4th 2011 and is written in C++ and Java Script. This engine is supported on Windows, Linux, OS X and the Wii U.
With this there are three versions of the software. There is the free version which puts limits on the resources you can use and restricts features. Then there is the Standard which is $65 and then the Businessmen account which is priced at $255. (the Business account only has to be purchased with a revenue of over $5000)

Image result for maya game engineMaya- this is a 3D computer graphics software that runs on Windows mac OS and Linux. The initial release was February 1998 and this software is available in English, Chinese and Japanese. This software is written in C++, MEL, Python and C#.
In terms of cost the lowest amount you will pay is £204 a month , then it goes onto a year which would be £1644,  and finally be £4440 for 3 years. The more expensive versions are meant for businesses that want some more consistent pricing. As you can see this software is very expensive for you to create these highly realistic 3D models- this would be something you will need to consider in your budget, and even what style you want 3D or 2D because 3D will be more expensive but higher quality.

Image result for 3d studio max3D Studio Max- this is a professional 3D computer graphics program for making 3D animations, models, games and images. This was developed/produced bu Auto desk Media and Entertainment. It was initially released in 1990 and is written in C++. This is available in many languages such as English, German, French, Brazilian, Portuguese, Japanese, Chinese and Korean. This software is also primarily used on Windows.
The cost for a month would be £228, then onto a year it would cost £1818, 2 years would be £3456 and finally 3 years would be £4908.

To summarize for software you need to think about your own specific game and what the style and graphics of the game will be. Then with this you can think about which game engine would best suit the game, if you want a 3D game your best bet is Maya or 3D Studio Max as they can create some really high quality and realistic models- however this will cost you alot of money as the graphics are higher tech so you will have to think about how you will afford this. If you are making a 2D game good examples of software would be unreal, unity, game maker and construct 2. You would really need to think about how you will be able to budget the software in as it is a very vital part of th game making process, you cant really make a game without it. You will have to think about what you can afford and what will best suit your game and your team when they are developing the specific game. The prices can vary from each engine and its a good idea to take the opportunity of the free applications and test them all out to see which one suits you the best and then go from there.

Hardware
Now that you have considered the software options you now need to think about what hardware you will need to install the software onto to make the game. For this you will need something that is not so pricey but will be quite fast and efficient as well as having quite alot of storage so you will be able to store all the necessary bits from your game like sprites, backgrounds, sounds and more.

Image result for gamingcomputerComputer- for this part it is probably a good idea to either some good gaming computers or you can manually build some computers yourself with all the necessary components tailored to your own liking. A piece of good advice would be that the computer should have enough storage and runs fast. From this you would need enough storage to run the game engine, e.g. game maker. To download on Windows you need version 7 or more, and 512MB RAM, 128 MB graphics, screen resolutions at 1024x600 and finally some internet connection. In terms of computers, or gaming computers the prices range from £600+ but this price isn't particularly necessary.

Image result for peripherals gamesPeripherals- this can both include what you want your audience to play your game on and what you will use to make the game itself. To start with the peripherals you will need to make a game will usually be a mouse a keyboard as games are usually made on some sort of computer as they are fast and are able to easily run game engines. From this as you will be using the keyboard and mouse very often most likely alot of hours per day it might be a good idea to invest some money into some sort of gaming keyboard and mouse. These are designed for a more comfier fit that will not strain your hands while working and come with a range of more buttons for control. The price for a good quality keyboard would be around £100+ - more of these are very comfortable to use and the game making process will be less straining. However with this you would need to think about the company you work as and would you think about paying this sort of money for all of your employee's. Also good gaming mouses are considered at £50 and above. For this you would really need to think whether you need this appliance as they can be quite expensive but in the long run they will be more comfortable and it makes things easier to navigate.
Other such things include a good headset (around £50+ for a decent sound output and mic)  for when you are configuring sound and a good monitor which can display some high quality graphics (these monitors an range in quality and price but for a really good quality you are looking at least £100 and above, sometimes even above £700 and you might also want multiple monitors so it would cost more money)
On the other hand you would need to think what peripherals you audience will use to play your game, with this not many costs will need to be configured as the player themselves will have to buy all the equipment.  You need to think about what your game is and how you can translate the controls onto each device such as Pc used WASD keys and the Xbox uses the Xbox controller with A,B,X,Y, circle pad etc. If you are thinking of translating the game through the different consoles and devices you need to think about how you will do think and what button will do what in game, for example maybe the B button could be jump and on the keyboard you would use space for this action- you would need to program it so the gaming would feel as natural as possible and not clunky and hard to navigate. The controls would need to flow and make it so the player knows how to use the controller properly. There should also be a cost to licence the game for the different devices so they player will be able to use these different peripherals so you would need to consider that.
In terms of what the peripherals will cost for the player (usually the console will provide at least one controller with the device but if you want more the player will have to pay.
An Xbox 360 controller can be between £19.99-£34.00
Xbox One controllers are around £49.99
Playstation 4 controllers are at £49.99
Wii remote can be around £30
These are to be considered if the game is multiplayer and the player will then need multiple controllers.
Also another consideration is maybe does your game involve things like the Kinect (£24.99-£59.99) for Xbox or something like VR headsets (PlayStation VR $349.99), your audience would have to buy this and you will have to take into consideration if they would be able to afford it based on audience research and target markets.

Dev Kits (Ps and Xbox)- this is a set of software development tools that allows the creation of applications for a specific software package, software framework, hardware platform, computer system, video game console, operating system or any other similar development platform.

Xbox has no made it so they have there own development kit, with this you are able to write your own software for the Xbox system. This kit includes libraries, a compiler and various other tools that are used to create new software for the Xbox. It can also integrate onto the Microsoft Visual Studio and be able to record in game footage to create high quality screenshots and trailers. It is apparently $10,000 to initially buy these kits which is quite a big investment but it can pay off in the long run if you are successful in making a good game for Xbox. This figure might not be correct however as some sources state that the dev kit for Xbox One is actually free (with the ID@Xbox scheme) which is great for developers because they wont have to pay a big amount to produce games for this device.(this is available for Xbox 360 and One)

There is also a development kit for the Play station as well. This kit will cost $2500 (sometimes $500) and can be used to make games for both the PlayStation 3 and 4. Also it is said that some indie developers have been able to get this kit for free.

Overall comparing these two development kits it is clear that with the Xbox One that you are able to develop games for free but with Play station you might have to pay $2500 at most and if you are really lucky as an indie developer you might be able to get it for free. It would be you own choice to decide which console might best suit your game but if you are on a tight budget you might have to go with the options which are cheaper.

Publishing
Now that you have figured out your software and hardware and are on the way to finishing your game you now need to think about where this will be published.
Image result for steam greenlightSteam GreenLight/ Direct- this is a system which uses the community's help in picking new games to be released on Steam. Developers posts information, screenshots and videos of their games and try to seek the community's support for the game in order to get selected for distribution. For this every member of Steam gets a vote for which game they think will be the best depending on what the developer has published. Players can also filter the games by the genres, platforms and whether the game is multiplayer or no, this is good as the player can look for games that suit their own standard. The price for Greenlight will be around £70.00 and its a good way for developers to get their work noticed so they will be able to make some profit of the game- this is especially for smaller games developers to get their work up as fast as possible to draw in a crowd of players to support the game. However there have been many reviews against Greenlight stating how bad it is so developers might not want to invest money into it if nothing will come out of it.- Also Greenlight will be shutting down soon so there is no point in signing up.
Steam Direct is another thing showcased, this will cost around $100 to $5000. For this developers will have to complete a set of digital paperwork, personal/ company verification and tax documents, this information will be sent to Steam and then their game will be for a compatibility test. After this they will then have to pay a application fee so the game can be uploaded to the site so players can purchase the game. With this they wanted to try and bring about finding more ways to connect with costumers and what types of content they want. They also wanted to get away from the so called popularity contest which was greenlight and make sure all sorts of developers get noticed.
From this it is better to go with Steam Direct as Greenlight is shutting down and direct gives more chance for developers to get noticed but it does come with quite a big price tag which hasn't yet been solidified.

ID@Xbox- this links in with the Xbox Dev Kits and allows users to post their games. Here is the cost broken down (altogether it would be about $5143)
Image result for ID@xbox


  • Maintaining the Sixty Second Shooter URL - $19
  • Sending the second dev kit to [fellow developer] Brett Douville - $63
  • Hardware (USB and video cables and the like) - $72
  • Video capture device (for making trailer) - $181
  • Localisation (French, Spanish, Italian, Portuguese) - $729
  • Errors & Omissions Insurance - $2037
  • Foreign ratings boards (PEGI, USK) - $2042
The last two payments take up a lot of money but this is required by Microsoft so you would have to pay it. The insurance would be able to cover the games intellectual property and copyright protection and the ratings board is so the game can launch in Europe. Overall its quite alot to pay but at least you will be covered, also these expenses is why the Xbox development kit is free so you would only have to pay for the game to publish it.
Image result for psn
PSN- this is a version of PlayStation games and it means that the game is specifically meant to be sold digitally so you wont find the game at any shop it is solely bought online. (stands for PlayStation Network) These are usually from indie developers who cannot afford to make solid copies of their games to be sold in shops- if they did they would possibly go bankrupt as their name is probably unknown with a very small following and many people would not buy the copies so it is smart to sell the game digitally as it would save money and potentially get more sales.
Image result for ios
IOS- this refers to as Apples mobile devices which you are able to upload games onto the app store. As far as I am aware it is free for any one to publish a game to an app store. This is probably because games for IOS are made fast and cheap and are usually either free or sold at a very small price at the store. This means there wont be as much profit from a game, however if you do have a free game you can add in adds/ sponsorship to obtain more money. You must also create an account before publishing a game and go through the legality issues and terms.
Image result for android

Android- this is similar to IOS in the respect that its for a smart phone device which also has an app store. To publish an app you must enter some basic information about your identity, then read a developer distribution agreement- you must then pay a $25 registration fee and when this is all verifies you will be notifies with an email and you will then have a Publisher Account which will let you publish your games straight to the store.

Overall it depends on what game you are planning to make, whether you plan on a small addictive game for smartphones or a heavily detailed and crafted game for Pc's and consoles its up to the developer to decide on where to publish the completed game but there will be some costs and competition within this and you must write down in the budget saying how much it will cost to publish a certain game.

IP property and Copyright protection
Now to refer to the more legal aspects such as intellectual property and copyright protections. With this you should make sure you know who owns the IP for a game and be able to put copyright protection on your product to make sure no one is able to steal your work- this might cost alot of money but it would be worth it.
Image result for copyright
Copyright Law- copyright is their to protect a piece of art, literary, musicals, sound recordings and film. In according to video games the copyright would be under literary work with artwork and sound recordings. This law means that if you pay for copyright protection no one will be able to duplicate your exact product and if they do you are entitled to sue them or money for stealing. An example of this would be that Nintendo have put copyright on all their characters so if somebody made a nearly identical replica of Princess Peach it would violate the copyright law and Nintendo would have a right to sue, however if another game has a different Princess involves (one they self made) then that is fine as they are not copying Nintendo's creation.
For a court to be able to see if someone has gone against the copyright protection they would have to look at both games very thoroughly and pick apart all the different aspects to see if they are indeed similar to a point of forgery. They will go through a subtraction approach which goes through taking apart the different elements of each game. They then look for total concept and feel then they finally analyse all the data to see whether the company can sue due to infringements of property.
In terms of price to copyright something it would cost around $250-$500 to hire a lawyer and attorney to help you in your case. If you do it your self you can just fill in a few forms a pay the government £35-$55 which is a cheaper option. As you can see if you do it your self there really isn't that much to pay to have your work protected for a good amount of time, this is a good investment to make sure your work isn't stolen.

Image result for patent law
Patent Law- this protect inventions from being copied. Again if other people attempt to make or use the invention without being allowed to they can be taken to court and sued. The inventor can also sell the patent to another person or company. This patent usually lasts up to 20 years but it depends on the country- after this time anyone can copy the invention. To get a patent the inventor must ask the government by describing what the invention is in writing this is called a patent application. The government then tests to see whether the invention is truly new and different and the inventors patent attorney (lawyer) will fight for their case.  If the government finds that the invention is new they will give the patent to the inventor. The patent will also cost money  first from tax and then when the inventor asks for the patent and finally when they receive the patent. Such patents can protect things such as game machines, computer software, manufactured product like a disk, game play methods and graphics techniques and also ornamental designs like icons and user interface artwork. From any of these options a developer would be able to get a patent of what they have created and no-one is able to steal this. To file a patent application it will be around £3000-£5000 for the Uk and it can cost up to £20,000+ for a global patent. The price will also vary for what invention is made and typically or software and things to do with games the price is going to be higher. These are not necessary and might be hard to obtain for indie games due to the high cost.

Image result for trade markTrade Mark- this is a recognisable sign that identify's which products/ services are owned by what source. Trademarks are protected by the law as a company must use either the work, symbol or logo of trademark on their products to show its protected. When you get a trademark you can also take legal action against anyone who uses your brand without permission and be able to sell and licence your brand. In terms of games you could put a trademark on your game title or developing/ producing team name (examples would include things like Xbox, Nintendo. And for games titles Call of Duty and Super Mario Bros) For a trade mark it will cost around $50-$100 without assistance of a legal counsel, with federal registration the price would start at $275 for online registration that does not include attorney fees and the attorney fees would depend on the application but it will be between $500-$2000.

Out of all the legal protection ways I think the best option is to either trademark or copyright your game. This is so others cannot steal your brand and work and everything you have made and own will be protected, these fees will cost a considerable amount of money but it would probably be worth the while to make sure you are protected by the law.

Ratings Board-
Image result for pegi
Pegi- this is a system which is there to rate video games, this has different ratings such as 3 years old, 7 years old, 12 years old, 16 years old and 18 years old. This is used within Europe.It is their job to rate the game to suit a particular age range and what is deemed acceptable for them. This system has rated over 15,000 games from 2003-2010. As the rating gets higher there are more appearances of violence, bad language and sexual content so it is important to rate your game to the correct audience and what they are able to handle. On average there is a cost of around $300-$1000 put into getting you game PEGI rated and this figure can be really harsh on indie developers as they mostly are on a tight budget. However it is necessary to get rated so the audience knows what type of game they are playing and whether they are old enough to experience the content within.
Image result for esrb
ESRB (Entertainment Software Rating Board)(US)- this is the US version of rating games, the categories are early childhood, everyone, everyone 10+, teen, mature 17+ and adults only 18+. The lower categories contain more cartoon styles with fantasy and light hearted themes while the higher ratings contain violence, blood and gore, sexual themes and strong language. For this if the game costs more that $250,000 the fee would be $4000 and if the cost of development was below $250,000 the cost would be $800.

USK (Germany)- this was foundered in 1994 in Berin and around 30,000 games have been checked by this system. The rating system goes as 0, 6 years old, 12 years old, 16 years old and 18 years old. As will all the other ratings the higher the rating the more violence and distressful images and sounds will be  displayed in game.

With these rating systems it depends on what area you are developing the game in and what locations you are planning to publish in, for this you have to make sure to have the right rating for your game so the audience knows what they are signing up for.

Promotional Website
Image result for go daddyNow you will have to think about how you will promote your game, here is some examples-
Hosting-  this is for you to run your own website. go daddy is a good way to sign up. Approximately it is £2.99+ to web host per month

URL- you will have to pay for your ow domain name as well, this can cost approximately £10 per year. You will have to make sure you find a name available which doesn't contain any copyright and trade mark infringements.

Other prices to think about when making a game-
Image result for staffWhen making a game it is pretty much essential to hire staff to help you with the game. With this you need to employ programmers, artists and QA testers. In the Uk the minimum wage is £5.60 for under 18 and gradually going up to 25 and over the wage goes up to a minimum of £7.50. However this is just the minimum and doesn't think about the quality and expertness of the worker.
The average pay for a programmer is £30,827
The average pay for artist is £35,000-£45,000
The average pay for QA testers is £21,000
If you are a bigger company it will be easier to employ more people but or indie developers it might be a struggle to hire people and they might have to lower the wage.
Image result for office
You then also need to think about the location you are going to have some sort of office or building where you can have all your staff work on the game. With this you will need to think about rent and bills along with this. First with location the closer to a well known city/capital city you are the more expensive it will be, however with these cities there can be alot of good opportunities such as alot of people to employ, more equipment and places to rent. (average office space in London is £350+ per month, per person) It is also a good idea to base you office in a well known city as alot of people live in this area with a range of expertise and there will be more people available to work for a gaming company.

Image result for advertisementAfter you have developed and produced your game you need to think about marketing and advertising aspects. With this you can choose whether you want to go with the more traditional or modern ways of marketing. Traditional ways are billboards, posters, magazines/newspapers, Tv, Radio and more these are more expensive methods however and indie developers might choose not to do this from a strict budget. Other ways to advertise is online social media, these methods are free and can help spread the word by the functions of sharing and posting.

Another thing you have to think about when making a game, especially if there is heavy dialogue and instructions is if you need to translate the game so the regions you are selling the game to can understand what is going on. On average a translator's pay is £18,000 a year, for this it would be a good idea to hire a translator to translate your game into different languages for the different regions you are publishing in so you can reach a farther audience and gain more sales.

Another thing is does your game need any extra hardware peripherals to work, a good example would be for games such as Rock Band and Guitar Hero also need the player to buy additional guitar's and microphones specifically made to play on the consoles. For this if your game had this you would have to design the pieces and code them to match what is happening on screen, you would also have to produce these on top of the game which would cost alot and then you would have to think if your target market can afford to buy this extra peripheral and how much you would sell it for to gain a profit. It is more likely that larger company's would produce peripherals as they have more money and access to technology where as indie gamers would not have the money and support to bring out new peripherals and they would probably lose alot of money if they tried as most likely no-one would buy the product if the indie company was unheard of.

Next is before you make the game you have to think about the complexity and uniqueness of your product. If your came is more complex it will be more expensive to produce and make, this is as you will need better technology which displays better and more different graphics.

References-
https://en.wikipedia.org/wiki/Unreal_Engine
http://www.pcgamer.com/unreal-engine-4-is-now-free/
https://en.wikipedia.org/wiki/Unity_(game_engine)
https://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/
https://en.wikipedia.org/wiki/CryEngine
https://www.cryengine.com/get-cryengine/subscription
https://en.wikipedia.org/wiki/GameMaker:_Studio
http://www.yoyogames.com/get?cr_exp=s&cr_cid=166753738
https://en.wikipedia.org/wiki/Construct_(game_engine)
http://gamemakerblog.com/2011/08/23/construct-2-licence-prices-revealed-free-255/
https://en.wikipedia.org/wiki/Autodesk_Maya
http://www.autodesk.co.uk/store/products/maya-lt
https://en.wikipedia.org/wiki/Autodesk_3ds_Max
http://www.autodesk.co.uk/store/products/3ds-max?AID=11369590&PID=5664038&SID=1-10970-__-3ds-max&term=1year&support=advanced
http://www.game.co.uk/webapp/wcs/stores/servlet/AjaxCatalogSearch?storeId=10151&catalogId=10201&langId=44&inStockOnly=%5BLjava.lang.String%3B%4021212121&pageSize=48&beginIndex=0&sType=SimpleSearch&resultCatEntryType=2&showResultsPage=true&pageView=image&predictiveSearchURL=&searchTerm=VR+playstation&searchBtn=z
https://en.wikipedia.org/wiki/Xbox_Development_Kit
http://www.xbox.com/en-GB/Developers/id
http://www.eurogamer.net/articles/2014-07-30-id-xbox-dev-reveals-costs-of-launching-xbox-one-game
http://www.ghacks.net/2012/09/02/what-is-steam-greenlight/
https://developer.android.com/distribute/googleplay/start.html
http://newmediarights.org/guide/legal/Video_Games_law_Copyright_Trademark_Intellectual_Property#Whatiscopyright
https://en.wikipedia.org/wiki/Patent
http://www.gamasutra.com/view/feature/3546/hey_thats_my_game_intellectual_.php?print=1
http://www.bb-ip.com/patent-cost/
https://en.wikipedia.org/wiki/Trademark
https://en.wikipedia.org/wiki/Pan_European_Game_Information
http://www.gamasutra.com/view/news/253603/How_paying_for_content_ratings_is_hurting_devs_who_release_in_Europe.php
http://www.giantbomb.com/entertainment-software-ratings-board/3010-6476/
http://www.minimum-wage.co.uk/

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