Monthly Archives: May 2019
Making the World Give a Damn About Your Game in 2018
In this talk, No More Robots’ Mike Rose discusses what currently works (and what doesn’t) when attempting to sell a game in 2018.
He breaks down how he uses Discord to grow a community around each game, making meta-games and basically explaining how gamers are basically hungry for entertainment and how you can keep them engaged with no budget:
How to Make and Self-Publish a Game in 12 Months
What the title says, have a plan, be prepared, cut, cut and cut again. Beware of cray cray
NIGHT OF THE LIVING JACK O’LANTERN!
And the Annoying Orange gaming channel also did a video playthrough of the alpha:
The WORST day as a JACK O LANTERN
Another youtuber did a playthrough
How to Consistently Make Profitable Indie Games
Ryan Clark is the founder of Brace Yourself Games, and designer of games such as Crypt of the NecroDancer, Industries of Titan, IncrediBots, and more. In this podcast type ‘thingie’ he explains his process creating games with a ‘hook’ (or multiple hooks) in an attempt to include elements that are interesting to players around the world and thus will lead people to get interested:
How to pitch games to Paradox Interactive
In this talk people from Paradox talk about the things they look for in pitches and the things they do to make games that do well for them, they explain their ‘pillars’ and of course this is invaluable insight into a successful game’s company process from which you can learn a couple of things even if you aren’t aiming to ‘pitch to them’:
You Don’t Need a F-ing Publisher
This talk – despite the title – is actually about what you should expect a publisher to do, more than how you don’t need one. It is also a warning message to developers that get contacted by tons of ‘publishers’ when they release their game.
Of course it also has a ton of advice for self-publishing and getting your work out there without a publisher, speaker is also quite entertaining:
How to Survive in Gamedev for Eleven Years Without a Hit
One of my favorite GDC talks is about a guy going through the past decade making games, more coming with similar tone and advice: