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Found 105 results

  1. Hey all! 👋 We’re back after a brief hiatus on our Dev Blog with some interesting data about the results and feedback we collected during the Closed Beta of our in-development CCG Causa, Voices of the Dusk. Before beginning, we’d like to thank our +6.100 subscribers, as well as the most active participants of our community, who have gathered on our Official Discord Channel to support the Cause. You inspire us every day to keep working to achieve our dreams! 💟 Without further ado, we’re glad to share some of the most informative data we were able to retrieve during the Closed Beta. Just for context, the Closed Beta of Causa for Steam lasted for a period of approximately 2 months, covering the months of June and July of 2019. During this period, over 900 users activated their exclusive keys, and around 300 played matches in Causa. In general, the matches in Causa summed a grand total of 453 hours of play, and the user who played the most surpassed 24 hours of gameplay, with a total of 160 matches. A HUGE shout out to our dear player and streamer Igua for this amazing achievement. During the whole period, a total of 2.934 matches were played, of which 58% were victories, and a 42% were defeats - including both matches against other players and agains the IA. Considering that a large amount of players focused on playing against the IA during this period, this fact gives us a rough idea of the balance of the game’s difficulty. Furthermore, we were able to estimate that 23% of the players in the Closed Beta played 10 or more matches, while 5 were very enthusiastic and played over 100 matches. We just love you! We were also able to retrieve information about the duration of the matches in Causa. Regarding this, we observed that the longest match lasted for 84 minutes. We suspect that someone took the game too seriously, or just fell asleep over the keyboard, as we were also able to verify that the average duration of a match was 14 minutes. The longest victory was achieved in 13 turns, taking about 19 minutes. Alongside all this data, it was very exciting to discover which was the prefered Leader in Causa during the Closed Beta. In the first place, with a 37% of the preferences, we found Matriara, General of Elyr. She’s not only a great character, but also represents the initial Glory / Aggro strategy in the game, which is very convenient for the players that are just getting acquainted to Causa. On the second position the Spirit strategy stands out with Nilset, Shadow Initiate, who was the favorite Leader for 26% of players. Finally, we’d like to congratulate our dear player Húsar, who achieved the largest amount of victories during the Closed Beta phase. You surprised us with 96 victories in a total of 130 casual matches! What do you think about all this data? Don’t hesitate to share your impressions on our social channels, and also make sure to join us for a chat on our Discord Server. Make sure to stay tuned and sign up to be part of the upcoming demos! Steam | Discord | Facebook | Twitter | Instagram | Reddit | Twitch | Youtube
  2. Hi everyone, I'm new to this forum, just getting to know the lay of the land, so I'll just jump in with my question. After some intense development period that lasted 10 months, my friend The Programmer and I (The Designer) just launched our first FREE game on GooglePlay, called Starman Journey to Mars. For those interested, you can check it out in the link bellow. https://play.google.com/store/apps/details?id=com.QuoVadisGames.StarmanJourneyMars&hl=en So now that production is done, we're stuck with the relatively unexpected challenge of actually promoting the game and getting players. To that end we welcome any advice about where we need to go from here and what we need to focus on. Can anyone help point us in the right direction? Any Marketing advice would be worth its weight in gold to us So far, our game has been received relatively well on the store but we are also interested in any feedback you might have, should you choose to play it. Do you like it? Any strong point or weaknesses we should be focusing on? Thanks in advance to anyone willing to take the time to answer or give the game a try. Cheers! Starman Journey to Mars Team
  3. FishingCactus

    Weekly Recap #special: Back from Gamescom

    Hello Fox Riders, We're back from Gamescom! Gamescom was pure madness. It was exhausting, but we regret nothing! We had the opportunity to make people play the demo of Nanotale. Some of them were returning Fox Riders from Epistory, while other didn't know about our games but both loved it. It was so rewarding. We took the picture above with the wonderful people from Onanagro Studio who helped us a lot on the booth and borrowed us their holographic display to showcase some art from Nanotale. Below, a hologram of the Green Jasper. At some moment the booth was so crowded that it was hard to manage who's the next player, so one of our Game Designer decided to create a path to follow on the floor and it did work. Closed BETA Before finishing that update, I'd like to give you some quick news about the Closed BETA. We are currently finishing a few stuff to make sure that the part of the game that we want you to test is working well. So, you should expect the Closed BETA to start around mid-September. That's it for today's recap! Thank you for reading and for your patience. Cheers, -VirginRedemption
  4. On August 8th the Closed Beta of Causa, Voices of the Dusk finally ended. So, after a demo that lasted for over 2 months, the question is: what does the future hold for this new indie CCG? First of all, we'd like to thank everyone participated in this beta period. We reached +6.000 subscribers, and gained a lot of extremely valuable feedback, which has allowed us to keep improving the game, as well as develop the remaining features and content. Alongside this, we truly appreciate all the interest and enthusiasm of the amazing content creators and streamers who recorded videos and streamed the game on their channels. This meant a HUGE boost of motivation for us. As a token of our appreciation, we prepared a video with a few clips we were able to collect. You may check out this video here. Special thanks to Dragonrider, Igua, laruchan, Arreador, Sopa de Murloc (Souji), Vizion, Wildspeaker, Eolis, MCN_Mike, Mercurio Blue, 9spark, zerhkz, sebasxkhan, ThatResolves, CHARM3R, Juegos Indies, Izana, sudsywolf, topopablo11hs, Mattyocre, Shank, OnlyRex, WorldOfPirinolas and Auulox! On other news, we're very glad to announce that Dawn aka “Dragonrider”, an experienced card game player, as well as one of the streamers who participated on out Closed Beta, just released a podcast about Causa! This content is perfect for anyone who'd like to learn more about the game, and get some exclusive insights about its development. It's called Causi Love It: A Causa Podcast, and its episodes will be released periodically with analysis, interviews to the dev team, and more surprises! With such a nice and light-hearted host, we're sure you'll enjoy the show. Thank you so much, Dawn! You may check it out here. So, what comes next? At the moment we are working very hard on the final phase of development of PC version of Causa. During this period, we'll keep sharing info and sneek-peaks into the developing process, and hope to have news about the upcoming demos soon! We really look forward to keeping you involved, as your feedback has been amazing. Here's some of our plans: We’ll keep streaming in our official Twitch channel every Thursday at 3 PM (ET). We’ll have a chat, share details about the game, and updates about our progress. We’ll upload videos on our Youtube channel, focusing on the streams as well as new content about the game. Facebook, Twitter and Instagram will be active every day to show you updates and more details of Causa. Keep an eye on this social channels because we’ll announce limited timed-demos and other special events. We’ll keep in touch with our emerging community on Reddit and Discord, so please join us and share all your suggestions and comments about the game. Also, remember to subscribe to our newsletter to stay up-to-date and be the first to receive the most important announcements and invitations for the coming demos. Thanks all for this incredible experience, it was amazing to have you onboard during our Closed Beta. We are as excited and eager as you, so we'll keep working hard to complete the game!
  5. I'm curious to know if anyone has (or knows an indie dev who has) hired a freelancer to handle the marketing activities or develop a marketing strategy for a project? If yes, is this common? and what freelance platforms - Upwork, Guru, Freelancer, Peopleperhour etc. - if any, were used? As somebody with marketing experience and a decent understanding of the gaming industry, I was contemplating whether this would be a worthwhile niche to get into and try first hand at creating marketing and brand strategies for game developers. Apologies in advance if this has been covered before on another thread; I did look it up and couldn't find a similar post.
  6. There were a lot of good reviews, so I'm trying to figure out the best way of pitching the game to someone who didn't play demo.
  7. I just had a thought, and I don't know how I feel about it ethically. Right, so imagine a free game. Good game, you play the game, it's a fun game. But, you can buy DLC. We'll say there are 4 expansion packs (picture Blood and Wine, Hearts of Stone, etc). In each of these is a thing you can find, like a secret key. If you get all 4 keys, then you can unlock a secret expansion pack. And it wouldn't be advertised anywhere. It would be a total secret (until the internet grabs a hold of it of course). Kind of acts as a little gift to the people who supported the game from the original through all the DLC. Naturally I can see people getting mad at it, but I feel like this would be a pretty cool thing to do. What do you guys think?
  8. ProjectTaival

    Dev Diary #032 - Short notice

    Hello, and welcome to this weeks Dev Diary! Today's topic is a short and simple update. I have been ironing out the Patreon page and working on the graphics of the tiers for the last week. I have been trying out several styles in the graphical design, but mostly I have done work with the texts of the page. That is quite much it for the last week - no idea how to make this artificially any longer than this, since most of the work was done on the texts of the Patreon page. But for the next week, there will be more to come. Thank you for tuning in and apologies for the extremely short format this time around. See you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  9. jcibme

    Selling a demo?

    I have been developing my first game and need some marketing and potential publisher advice. I do not have a clue how to market a demo or where do I look for potential publisher? It is a rpg/builder/farming game. The graphics and game play are not done so what would be the best method the actual concept? Could a power point (video) with concept art and some UE4 blueprints be acceptable in the gaming field, or would I need to make a video of actual game demo game play, which would take longer? Any feedback and advice would be appreciated, Thank you jcibme
  10. I have a Proof of Concept that I am fleshing out. I'm at a point where I am about to throw together a prototype I need some advice on how to pitch my game idea to investors or partners. I come at making games as a writer, a world builder, balancing fun and challenge for my characters and audience. I know a bit about programming and art. But will likely need to find someone to produce my game or more realistically, to attract small developers or individuals at the same level that I am but with complementary talents currently to work with. What would be the best way to pitch my concept? Would the pitch be different for big companies, small companies, or talented individuals?
  11. Greetings, I'm a college student from Multimedia Nusantara University of Indonesia. I'd like to conduct a survey regarding use of Business Intelligence in game industry to the game developers of this forum. The questionnaire are mostly regarding common knowledge and opinions, I'll try to avoid any confidential and sensitive topics if possible. The questionnaire isn't ready yet, but before that, may I ask where should I post this survey when it's ready?
  12. Ever search on Google and you wonder how they got their own little "information box", or how they got featured images for that product? Or even who made it? EDIT: It's also for YouTube for people to "add your game"! While my info box flagship photo is extremely ugly (there was no listing of the actual dimensions -- I updated it recently, but hasn't updated yet). However, the point! It's there! There is no place to "submit" your schema (although you can push a refresh in Google Search Console; more later): Google crawlers (BOTs) will pick it up in a special "json-ld" format on your website. It's essentially a json format following schema.org -- eg, https://schema.org/VideoGame BUT, there's very little info on HOW to do it! So frustrating! Well, I did the trial+error so you don't have to (since it's also difficult to know if you did it right since it doesn't actually show up for weeks to months to even a year). Just throw (below) this in your html header and edit to your own stuff. Use the screenshot above to compare to see what shows up. There are probably more useful things I haven't added yet (and I just recently updated this, so not everything reflects the screenshot). Also open my image links to get sample dimensions of what you should use (there may be better out there, but couldn't find it). Before I spam the code, it's also important to note that I'm testing out some German localization, too. I actually have a full, separate one for my traditional Chinese one. To see it, just CTRL+F our source code @ https://www.throneoflies.com/tw for an example localization schema. Be sure to lint your json file to ensure it didn't break! One err and nothing will be readable! Don't be fancy and try to embed it - Google can't read links to json-ld. And yes, I started with an array to list multiple Schema types to include Product, VideoGame, and info about the company. *If you guys find additions/fixes to my template below, give me a shoutout! This data is super confusing and any guides are horrible. This simply "works" and I'd like to improve it. I feel that every schema obj supports [] arrays, so maybe you can add multiple screenshots, multiple resolution box arts ...? Let me know, if you find out! <!-- START Google/YouTube Gaming/Schemas via json-ld --> <script type="application/ld+json"> [{ "@context": "https://schema.org", "@type": "VideoGame", "name": [{ "@language": "en", "@value": "Throne of Lies®" }, { "@language": "de", "@value": "Throne of Lies® Das Onlinespiel des Lügens & Betrügens" } ], "description": [{ "@language": "en", "@value": "The 3D online multiplayer game of social deduction and mischief, inspired by medieval politics and the Werewolf/Mafia (1986) genre. Gather 'round the tabletop, uniting allies of the realm with strategy to distinguish friend from foe." }, { "@language": "de", "@value": "Das Onlinespiel des Lügens & Betrügens ist ein Mehrspieler-Onlinespiel, inspiriert vom Werwolf-/Mafiagenre sowie mittelalterlicher Politik. Bis zu 15 Spieler können gleichzeitig spielen. Spielbar ist es auf PC, Mac oder Linux Systemen. Eine Early-Alpha-Phase (für Kickstarter-Unterstützer und frühe Benutzer) wird im vierten Quartal 2016+ erwartet." } ], "genre": [ "Role-playing", "Choices", "Strategy", "Party game", "Fantasy" ], "url": "https://www.ThroneOfLies.com", "dateCreated": "2017-09-27", "discussionUrl": "https://discord.gg/tol", "image": "https://www.throneoflies.com/images/GoogleSchema/tol-googleSchemaPoster-1024x1440.min.png", "screenshot": "https://www.throneoflies.com/images/GoogleSchema/screenshot-fhd.min.jpg", "sameAs": [ "https://tol.wikia.com", "https://www.youtube.com/ThroneOfLiesGame", "https://store.steampowered.com/app/595280/Throne_of_Lies_The_Online_Game_of_Deceit/", "https://twitch.tv/ThroneOfLiesGame", "https://discord.gg/tol", "https://forum.imperium42.com", "https://www.twitch.tv/directory/game/Throne%20of%20Lies%3A%20The%20Online%20Game%20of%20Deceit" ], "trailer": { "@type": "VideoObject", "url": "https://www.youtube.com/watch?v=6IVp5qs0IxQ", "inLanguage": "en", "name": "Throne of Lies® Gameplay Trailer", "description": "Gameplay trailer v2.0: Join us in Discord @ https://discord.gg/tol", "thumbnailUrl": "https://img.youtube.com/vi/6IVp5qs0IxQ/maxresdefault.jpg", "uploadDate": "2018-11-26" }, "publisher": "Imperium42®", "Director": "Dylan Hunt", "numberOfPlayers": { "minValue": 8, "maxValue": 16 }, "applicationCategory": "Game", "operatingSystem": [ "Windows", "OSX", "Linux" ], "gameTip": "https://tol.wikia.com", "gamePlatform": "https://store.steampowered.com/app/595280/Throne_of_Lies_The_Online_Game_of_Deceit/", "playMode": "mutli-player", "exampleOfWork": [{ "@type": "VideoGame", "applicationCategory": "Game", "operatingSystem": [ "Windows", "OSX", "Linux" ], "gamePlatform": [ "https://en.wikipedia.org/wiki/Microsoft_Windows", "https://en.wikipedia.org/wiki/Macintosh_operating_systems", "https://en.wikipedia.org/wiki/Linux" ], "contentRating": "ESRB Rating Pending" }] }, { "@context": "https://schema.org", "@type": "Organization", "url": "https://www.ThroneOfLies.com", "email": "support(at)imperium42.com", "name": "Imperium42®" }, { "@context": "https://schema.org/", "@type": "Product", "name": "Throne of Lies®", "image": "https://www.throneoflies.com/images/GoogleSchema/box-512.min.png", "description": "The 3D online multiplayer game of social deduction and mischief, inspired by medieval politics and the Werewolf/Mafia (1986) genre. Gather 'round the tabletop, uniting allies of the realm with strategy to distinguish friend from foe.", "brand": { "@type": "Organization", "name": "Imperium42®" }, "offers": { "@type": "Offer", "priceCurrency": "USD", "price": "9.99", "priceValidUntil": "2024-11-05", "itemCondition": "https://schema.org/NewCondition", "availability": "https://schema.org/InStock", "seller": [{ "@type": "Steam", "name": "Game Key" }, { "@type": "Imperium42®", "name": "Game Key" } ] } } ] </script> <!-- END json-ld --> EDIT: Oh yeah! Google Search Console! Find this @ http://search.google.com/search-console -- once you do this, you can click on the left nav's "Unparsable Structured Data" to see if there are any errors, once the crawler has picked it up at least once: There are probably other sites that can detect what Google sees -- if you know of these sites, let me know!
  13. Publishing 101 | Publishing 102 | Publishing 103 Hi! David Logan here, CEO of Akupara Games! We get a lot of questions about the game publishing process and I decided I wanted to write a series of articles to help guide developers throughout decisions surrounding the release of their game. Before we get too nitty-gritty, let’s start with the biggest decision every developer has to make: should you partner with a game publisher? Akupara Games is a video game publisher, so it is no secret that we believe publishers can bring value to a lot of games, however that doesn’t always mean that a publisher is right for you. I’d like to outline some of the perks publishers can offer, to try to encourage you to consider them as an option for your team and title. In this article, I will be going over the services and benefits a publisher provides – such as distribution, development support, marketing, and community building. While publishers may offer some of these services, many will not provide all of them. Each publisher will specialize in various areas, so as you read, consider which are most important to you, and let that guide you if you choose to seek out a publisher. What do Publishers Get? Publishers are a business too, and have various ways of recouping their costs and making money. In exchange for their assistance, publishers will often receive a revenue share of your game on each platform they work with. Gross Income vs. Net Income Revenue share agreements will specify between sharing Gross Income or Net Income. We recommend going with Gross Income whenever possible. Net Income allows publishers to pay themselves back first for whatever expenses they deem necessary For instance a publisher may try to deduct expenses like marketing, or localization costs, before paying out the developer Gross Income will be the split payment after the distributor’s share (Valve, Nintendo, etc.), but won’t include other miscellaneous expenses incurred Share Percentages The more effort and cost required from the publisher, the larger of a percentage they’ll ask for. Especially in the case of lending money, publishers will usually have a higher rev-share percentage they receive pre-recoupment, and then drop down to a more standard rate after that. The rev-share amount may be different per each platform, for instance, if a publisher handles all the porting costs and management for Nintendo Switch – they may receive a larger percentage on that platform. Other Elements Occasionally publishers will ask for things such as IP ownership. Our opinion is to never sell IP, unless it is an insanely fantastic deal (lots of $$$). A publisher may also ask for right of first refusal for future platforms Think carefully if you want to commit to terms like these, and whether they would have a long-term positive or negative impact for your project. Distribution Getting your game to various platforms is a lot of work with all of the various rules and procedures for each. Mobile platforms tend to be the most straight-forward, but consoles in particular involve a fairly lengthy process. A publisher can handle the entire process from getting approvals, uploading the products, writing the store copy, creating the proper graphics and videos, to actually getting the product approved. Ratings You will often need a rating for the various regions around the world you’re releasing. The publisher can handle the management and cost for these regions, which include: ESRB (America) PEGI (Europe) CERO (Japan) USK (Germany) Partner Relationships – Distributors Another part of the process is leveraging opportunities to get your game featured at events, blogs written, social posts about your game, or having your trailer posted to a distributor’s YouTube channel. Publishers have pre-existing relationships with platforms and account managers to get your game opportunities easier This will help your game stand out from the pack Oftentimes distributors want juicy details to share – such as a release date announcement, or the first showing of a trailer. Guacamelee! 2 recently partnered with PlayStation’s YouTube channel, for their release date announcement It is important for publishers to build fantastic relationships with distributors, so that they can more easily receive these opportunities. The best opportunity is getting featured in the storefront by a distributor, which directly brings your game extra sales. Ask potential publishers how they have worked with distributors to feature their games and what potential opportunities they would push for your game Partner Relationships – Other It’s also important that your publisher has good relationships with other partners as well, such as hardware manufacturers like Alienware who can provide sponsored machines for events, or Limited Run Games who can create physical editions of your product. Logitech featured The Metronomicon when introducing their new G560 Lightsync PC gaming speakers. Limited Run Games partnered with Thumper to make physical Switch and PlayStation 4 versions of the game, as well as limited T-Shirts. By leveraging these partnerships the publisher is able to find other opportunities to make your game money or get awareness, past just the initial digital sales. Development Regardless of where your game development is at, publishers can assist you. Keep in mind that different publishers might be looking for games in different development stages. Advising Publishers will be able to advise your team on the design of your game, from art, to audio, and everything in between. They will be able to identify traits and features of your game that could be pushed further, to increase sales and exposure, such as adding daily missions or overall achievements to increase replayability and player retention. Financing Some publishers are able to provide financing to assist with your team’s development costs. This can allow developers to fully focus on creating the game, instead of having to work other jobs to support themselves part-time. Searching for financing may limit the publishers interested in taking your game on, or may make certain terms in the contract harder to get, however finding financing can make your game development smoother and faster. Porting Publishers will have or partner with teams who can help bring your title to additional platforms. This allows you as the developer to focus on developing the overall game, instead of splitting focus with porting. For Desert Child Akupara Games is currently working with the developer, Oscar Brittain, and while he focuses on the Steam version, we are porting it to Switch, PS4, and Xbox One. Oftentimes indie games will launch first on PC, with the intention to port to consoles if they’re successful. Even though it’s a more risky upfront cost, Akupara Games actually prefers all platforms to launch at once, as having multiple launches often means less press for each subsequent release, and combining them together helps create more noise, as there are then articles for every platform. Multiple releases also mean additional costs and efforts for marketing There are examples of the former working though, for example, Terraria launched successfully on PC, and then was picked up by publisher 505 Games who brought it to consoles. QA Publishers can provide QA testing for bugs, device testing on a multitude of low and high-end devices, and assist with the requirements your title needs to pass to get through certification. For example, publishers can provide extensive mobile testing across dozens of devices to find the minimum specs and platforms to release the game on Events can be a key way to discover bugs and issues. When you attend events, work with your publisher to monitor and track player interactions so that you can record where they get stuck. Talent Publishers work with lots of indie developers, so they can assist you with finding the right talent to fill your team’s needs. Sometimes publishers will even dedicate resources from their internal team to assist with your game. Akupara Games used our composers for an original soundtrack, and programmer to help recreate Keep in Mind in Unity (originally Game Maker Studio), for the release of Keep in Mind: Remastered. Localization Localization isn’t just translating the words in a game, but can also mean tweaking details for various regions to be more culturally appropriate. For example, in certain regions of the world, like in China, talk of death is taboo. This could also mean changing up key landmarks, flags, or references to make more sense and become more accessible. In Stardew Valley not only did they localize the languages, but the artwork as well such as portraits, and the UI HUD. Publishers will have localization expertise to make your game translatable and fun for all languages and cultures Marketing Generally when developers think of needing a publisher, marketing and publicity are the first things that comes to mind. A good publisher will have a wide array of marketing and promotional tools at their disposal for bringing awareness and praise to your title. Media Outreach One of the more traditional ways to get exposure for your title is through media outreach. This includes reaching out to journalists, bloggers, and other game-related press outlets about your title. Publishers will have established networks of contacts who they’ve worked with over the years, making these outreach efforts more efficient and effective. The ideal goal with press outreach is to get interviews, reviews, and articles on your game; a publisher’s connections will make outreach easier and more successful. Media Buying Another aspect of traditional marketing is media buying and ad placement. Publishers will often have teams that can plan social media and display ads to reach key audiences. Media Buying can be done with any level of budget and digital ads often have immediate measures of success whether you are looking to build awareness of your game or increase downloads or sales. Influencer Outreach The goal is for influential Twitch streamers and YouTube content creators will talk about your game to their audiences. This is a major driver for sales, where a few large influencers can sway a product from “unknown” status to trending title. For example, One Hand Clapping is a game that was created by USC students which was then picked up by YouTubers PewDiePie, Markiplier, and JackSepticEye that received millions of views and have translated to over 75,000 downloads on itch.io Similar to media, publishers will have established relationships with influencers. Some publishers create exclusive influencer programs, where influencers can get special perks from that publisher. Akupara Games has recently started our influencer program – which allows us to thank these influencers with early access to our games, and opportunities for in-game avatars or voice-overs. Trailers A trailer is a great way to showcase the gameplay, or tease content of your game in a short and engaging video. Publishers often have video editors who can create top-notch trailers, or they can advise your team to create these materials. They know what makes a successful trailer and can guide steps like storyboarding and editing. There are articles based on the top game trailers that come out every year such as Gaming Trend’s Best Game Trailers of E3 2018. Akupara Games loves making buzzworthy trailers using everything from gameplay footage, to animation, and even live actors like in the trailer for The Metronomicon. Community Social media and community management are important aspects of any successful game launch. A publisher can help you determine which social platforms your game studio and title should be present on and which kind of content you should be showcasing on each of the channels. Community Management A publisher can teach you how to properly engage with your community to retain users. Often this means promptly answering questions and providing regular updates about the game. A publisher is able to leverage their existing communities and introduce them to your title, which will further grow your audience. The more engagement there is about your game, the more visible it is to others outside of your community as well. Social Media Social media can be a tough medium to navigate through. It is a valuable tool for digital marketing since you can reach hundreds if not thousands of people if a post goes viral, but it also can be a platform for negative sentiment that you have to manage. Proper knowledge of what is appropriate to post on each platform, valuable and engaging content, and responding can elevate the visibility of a game. Facebook prefers users to stay on their platforms and users tend to enjoy video and photo over text content. This is where big announcements should be made. Instagram is a large hub for photos and great to show off concept art, development, and screenshots. Twitter is where updates big and small should be made. It is also the best platform to directly engage with users on. With social media, it is important to note that it should not be just about advertising your game for sales, but a big emphasis should be on building and engaging your audience and answering questions or comments to develop a better sense of community. Events Game trade shows, conventions, and events are a great way to bring awareness to your game, but you need a proper plan in place. Often the major takeaways of conventions are receiving player feedback, bringing press by to see the game in person, and building your mailing list. A good publisher will book you a solid press schedule, and set up ways to grow your mailing list – with easy signups and giveaways which will incentivize attendees. Events can be expensive if representing a single title, but often publishers will have pre-existing space that they will use to showcase your title A publisher can also take care of the booth set up, getting the swag manufactured, and arrange for the development team’s accommodations including flight, hotel, badges, and meals. Presentation is everything, and your publisher should try to find ways to best showcase your title, to be attractive to attendees walking by. Recently we showcased Desert Child on a custom-built arcade machine at E3. This allowed us with a relatively small budget to still create a unique presentation which stood out. The Walking Dead at E3 had zombie actors that effectively spooked a lot of people walking by, which was great for the awareness of the booth as well as social media buzz of people taking pictures and videos with the zombies. When