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Found 158 results

  1. Throughout my game programming courses I've been developing essentially a prototype for the game I ultimately want to make. We have a class in the curriculum that teaches us about the Proof of Concept and how to develop it. I plan to finish the prototype, hopefully within the next few months with a small group of friends. Ok that's great, I have a prototype, I have a proof of concept, what do I do now? What's the best way to get this out there, how do I pitch these two things? What's the classic method for getting these into people's hands, make a meeting with a publisher and see if they'll bite? Is crowdsourcing a better option for a small team? Does it have distinct advantages over the classic method? Are there disadvantages to crowdsourcing that a small team should be aware of? In the PoC you list the game's selling points, do those translate effectively into a crowdsourcing program account? I've seen the power of crowdsourcing, I mean Star Citizen just hit $200M, but I'm no Chris Roberts. For us non-legends of the video game world, what's effective and why?
  2. Make the most of the digital world by reaching out to industry influencers without spending money. Get this guide to approaching influencers and find success in spreading the word as an indie developer. Getting noticed in the vast digital world, with its myriad social networks and other channels of influence, might appear to require mountains of money and resources. This could be a problem for indie game developers with limited budgets. Expensive PR agencies might have once been the only option, but today's internet-based marketing channels are free for the asking. The networks and people who can provide the exposure you need often have as much to gain from your success as you do—it's your content that keeps them in business. More than they create, influencers endorse and attract. They need a constant flow of new and visionary material to keep viewers interested. Indie game developers can feed that appetite for content as well as any major game studio, but how do you make that connection? Read more
  3. Can you picture it...? Yotes Games, out there among the other young hopefuls, trying to convince anybody walking by to give this little pony RPG a shot. By all means, it outta do as great as it did at Orlando Overdrive but with a much bigger crowd over the span of 3 days instead of 1. Serious planning has begun, so far it's only been preemptive measures and bookmarking things to come back to later. Now I'm getting down the fine details of everything I need to know, do, study, and purchase in order to make the most out of this Magfest trip.More on yotesgames.com
  4. Game developers work extremely hard to get their titles in front of gamers but what more can PC resellers do to help developers grow? See what answer Intel® has and how they plan on expanding your game's reach. Game developers work hard to get their titles in front of gamers, immediately upon release. A new title generally commands its full retail price during the first few months, but promotional sales are a common practice to increase sales and players once a title has been in the market for a while. Reaching More Gamers, Sooner Media sites such as IGN, Metacritic, Slate, FANDOM, GAMESBEAT, Engadget, YouTube, Twitch.tv and PCMag.com help get the word out about new titles through news, reviews, events and influencer opinions. Many game developers also have promotional relationships (some exclusive) with major platform players like Intel, nVIDIA, Sony (PlayStation), Microsoft (Xbox), and PC OEMs. Intel offers Starter Packs through PC OEMs to get titles in front of gamers. Consumers may get a “pack” of select titles and downloadable content with the purchase of a qualifying system. We’ve run that program for five years, and we expect millions of bundles to be sold in 2017, supporting hundreds of PC resellers and retailers, worldwide. Can you imagine the number of gamers we reach? In addition, Intel® Extreme Masters eSports tournaments and expanding global and regional gaming events help more gamers hear about and experience new titles. Read more
  5. Jean Simonet is an indie developer who moved away from the AAA space in 2013 after delivering Skyrim and realizing that Fallout 4 just had him doing more of the same. Jean challenged himself and succeeded. In this talk, Jean runs a counterstrike on every piece of indie gaming advice you've ever been told.
  6. Jean Simonet is an indie developer who moved away from the AAA space in 2013 after delivering Skyrim and realizing that Fallout 4 just had him doing more of the same. Jean challenged himself and succeeded. In this talk, Jean runs a counterstrike on every piece of indie gaming advice you've ever been told. View full story
  7. So here's a quick background: I now have the fantastic opportunity to put my Wild West RPG (I know, odd timing for a Wild West game) on the [redacted] platform and have a second chance to possibly find the audience that I was unable to find on Steam. In order to maximize my chances of this, I am taking great care to improve the storefront/box art of the game. Unfortunately, I'm not a great artist and have little sense of visual design. Now I wanted to post this in the "Business" forum because the point here is not just to make a great piece of art, ultimately it has to achieve it's purpose - does it attract the right people who would be interested in my product? Speaking of said product, here you can find it on Steam and here's some images from my website. Originally, I tried very hard and came up with this - which, while very good for me, is not so good by actual game box art standards. (Click for actual size) I didn't get a lot of specific feedback on that. I heard things like "badly drawn" and mostly "there's too much going on" and "the eye doesn't know where to look." See? I just don't get visual design. So the [redacted] Storefront needs images at 1000x1000 px so I made these four new versions: Version A: This uses the same concept but I increased some of the saturation and made it even more colorful and moved a few things around. The focal point of the image is more concentrated on the fire. (Click for actual size) Version B: So then I was thinking... maybe there is too much going on. I looked at other examples of storefront art and realized that they usually just have a single thing happening. So I removed the characters, which aren't that well drawn anyway, and just have the fire. Maybe this adds some mystery so people will be more likely to visit the storefront when they see this image? (Click for actual size) Version 😄 Here I'm starting to think, this is a pixel art RPG, so why hide from that? Why not show that to people up front so the audience that is interested in such things can identify it more easily? This one has the same campfire concept, but now I'm using the pixel art. (Click for actual size) Version 😧 I thought that maybe that last one was too dark and wanted to try something else. This one just has a sunset over a cemetery with a couple of the characters while still showing the observer, yes this game is pixel art. (Click for actual size) Version E: This one is similar to the last although the logo is featured more prominently and there are no character sprites. Somehow the colors look better here to me. (Click for actual size) Version F: Version E which is not pictured here, is the option that says "None of these four would be good enough box art, instead pay an actual artist to make new box art." If it's the best way to maximize this games potential I'm happy to go with this option. Version G: This suggestion says "Your concept is good, but there are too many artistic flaws. You should pay an actual artist to improve upon what you have and/or clean up the uglier bits that they can point out." If you vote for this option, please also pick which version (A, B, C, D or E) is your preferred concept. So please vote below for Version A, B, C, D, E, F or G and add your feedback in the replies blow. I really appreciate all your feedback. I'm flying solo here so I don't often get it! Version H: Here's a new version I made after posting this from suggestions another artist gave me. It's zoomed in just two characters and some colors and shading are different. The fire is smaller to distract less.
  8. Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen. Steve travelled the world to meet with all the personalities involved in the Street Fighter epic, from artists and producers in Japan to Esports champions from various communities. Steve shared his story with us at PixelFest 2018. PixelFest - "growing artists and programmers through love of games" PixelFest.org
  9. Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen. Steve travelled the world to meet with all the personalities involved in the Street Fighter epic, from artists and producers in Japan to Esports champions from various communities. Steve shared his story with us at PixelFest 2018. PixelFest - "growing artists and programmers through love of games" PixelFest.org View full story
  10. Hi, I would like to invite you to submit your games to the IX F&S Play Indie Awards. The deadline is October 31th. It´s free to submit your games. F&S Play has established 1 award of 7,000 euros for the best Indie Game Category. The 10 finalists will also receive a free Booth for showing their games in the F&S Indie Zone. Check out the rules here: F&S Play is the new name for the previously called AzPlay (Bilbao, Spain). It has become consolidated as one international reference for the promotion of new projects, awarding prizes every year to the most original, creative and innovative independent videogames of the moment. Over 1.100 projects from the 5 continents have been received during these 8 years and over 250,000 euros in prize money distributed. The integration of AzPlay in a festival as renowned as the Fun&Serious reinforces both events and consolidates the Fun&Serious in the international scene. More info about past Fun&Serious editions here: http://www.funandseriousgamefestival.com/ More info about past AzPlay editions here: http://www.azplaybilbao.com/en/ediciones-anteriores/