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  1. Hi every one. Please I urgently need your advice on my project. I just finished developing my first game and I don't know what next being an amateur.. seeking advice from you guys. Thanks.
  2. Visuals easily grab attention and particularly the video content just give users all the relief from the exercise of reading a text. Watching a video is a passive exercise allowing a sense of comfort while always explaining things better. Even then, we detest videos that instead of telling us straightforwardly what it is all about just beats around the bush. What happens when such a lengthy and monotonous video appears on the app store trying to explain the uniqueness of an app? Obviously, such app preview videos instead of captivating attention make us quit. Do you think it is interesting to use a video as part of your app store preview? Before venturing to create it just have a look at some important stats and tips. Deciphering the Stats about app preview video Most studies say that preview videos not only boost app store conversion but also boosts the Lifetime Value (LTV) of an app. App marketplaces are tremendously competitive with every new app needing to compete with millions of other apps across the niches. With such huge competition and decreasing user attention, every app needs to impress its potential audience at the first chance and quicker it happens the better. Naturally, preview video perfectly fits into this requirement being both impressive and less time-consuming compared to text. Many Indian app developers made app store preview videos central to their marketing strategy. In the time to come, we can see most app marketers adopting to this trend. Here are some key statistics about the preview videos used for both Google Play Store and Apple App Store. ● on an average among the Google Play visitors, only 15% prefer to play a video. ● only 7.5% of average App Store users prefer playing the preview video. ● While 55% of iOS users complete watching the preview video just 45% of Play Store visitors watch preview videos till the end. From the above-mentioned stats, it may seem preview videos as still not popular and they may not be as successful as they are presumed to be. Many of these videos just lack the attributes necessary for impressing visitors quickly. On the other hand, the people who watch preview videos offer far higher conversion than people who do not watch them. Here are a few more stats about what the visitors do after watching a preview video of an app. ● among the watchers of these videos, 50% of iOS users and 25% of Google Play visitors scroll down the gallery. ● a whopping 70-80% of visitors on both App Store and Play Store scroll down further to look for contents about the app. ● only 5% of watchers read the App Store description. ● 20% of visitors on both platforms take an instant call on installing or skipping the app just after watching the video. Lastly, it is a sordid fact that most users across the platforms are seen to be so reluctant to go deeper into any app description or preview that they are less likely to watch it. But still, with a great preview video perfected in every respect, your app can boost conversion to a significant extent. Lastly, among the top 50 successful apps, 84% of them use a preview video. So, if you want to learn from the leaders, a preview video is something you cannot do without. Some app developers in India and elsewhere seem to be rather enthusiastic about this visual tool. But, preview video needs to be perfect in all aspects since it is your first and last chance of introducing an app to a potential buyer. Here we go with a few tips for preview video that can help pushing conversion. Video Content The attention span of mobile audience irrespective of the platforms has touched the bottom low, and it's only a span of few seconds that you get to grab their attention. Do you know among the visitors who start watching a preview video both in App Store or Google Play Store, 10% of them just leave the video within every 5 seconds? So, you need to deliver your message quicker and most straightforwardly. First of piece of truth that you should remember while creating a preview video is that it is not a tutorial video and so you do not need to go into details about how to use the app. All you need to focus is why the users need it. Just explain the biggest USP of your app in a short, impressive and direct manner. Game app preview Games are different from all other apps in terms of audience and user intentions for downloading them. In most cases, games are downloaded by judging the graphics quality and game playing experience. So, your game preview video must deliver the excitement of the actual gameplay. Video length As we have discussed earlier, your video length must be short and precise enough to keep their attention throughout. Mobile users are already a restless lot with almost frantic attention span, and so any dragging and pushing around a few points will only make them leave undecided. Sound and Narration A nice audible narration and background score is nice as long as the video is watched in private places. For public viewing, your video should come with muted video options with subtitles, transitions and callouts to ensure a rich watching experience without sound. Let's cut a long story short by telling you that preview videos are good as long as it can work as a captivating piece of content for your target audience. Give your most important message within a few first seconds since most decisive users can take a call much earlier than the span of the video. On the other hand, so-called casual explorer audience can eventually like the app by watching the video and so make the rest of the video impressive by explaining the value it offers.
  3. Press Releases Are Important, So Why Aren’t You Writing Any? Welcome back to our marketing lessons focused on the indie developer, aptly titled “Indie Marketing For N00bs”. This lesson will focus on the importance of getting the news out to journalists and the media. This can be done a number of ways, but our primary focus is on proper etiquette for writing a press release. If done right, a press release can be seen by thousands of people, so there’s certain things that anyone writing the release needs to focus on and present. The world has their eyes on you for that brief second; make it count. A well written press release can go a long way. What makes a good press release, though? We can talk for hours on intricacies of writing and proper culture in dedicated writing. But, we’ll bring this down to some general tips to make your writing better without boring you too much on the details. No Fluff! Look, the details are important. You need to make sure you convey everything you want to say to the masses and I understand that. But, this isn’t technical writing. This is your great stand about your game. People don’t care about the coding that goes into a game. They don’t want every detail about how it was made. Leave those to Dev Diaries and blogs that you can go into detail about how you made your main character’s arm move super realistic with a special line of code. “Tl;dr”, which is shorthand for “Too long, didn’t read”, is a well-known term in writing. Get your point across first. Saving important details until later in the press release can damage your chances of getting eyeballs on the post. “Personality” Doesn’t Mean “Opinions” Personality is key and will optimize the eyes that see your writing. Boring press releases get overlooked because writers want to write about things that interest them and get their attention. Be humorous and witty. Don’t be afraid to make a relevant pun in writing. If you can make the journalist laugh, you’re likely to have a good write up about the news. Extra fluff can come in a number of ways. Press releases, for instance, should be devoid of opinions. You can be happy you get your game out there, but going into opinion and blog-like writing is an automatic turn off for a lot of journalists that are picking up the write-up. People want news to be, you know, news. Inject some personality into the writing, though. This isn’t an expository high school essay. This is your masterpiece. Be proud of what you’d got here. But, be careful not to turn it into an opinion piece. You may love it, but someone else may not. Create hype by being honest and straightforward. If I wanted your opinion, I’ll read your Dev Blog or watch your Dev Diaries (which are also a great way to create hype, but need to remain separate from the news). Empower Yourself With Quotes Now, let me go against everything I’ve said prior, but only if done in a specific way. Quotes are the one place that a press release should have enthusiasm or opinion. By quoting yourself or someone on your team, you open up the ability to say whatever you want. This is your time to shine as a human that made the game. Be excited and enthusiastic. I’ve seen too many quotes that read like a robot wrote them. I once had to explain to one of these robots the best way to give a quote, “Pretend you’re telling your best friend in the entire world about your product for the very first time. Show the excitement from that moment!” I do have a personal rule that works well for quote, though. Too many quotes will drown a press release. Most reporters that take your release and have to massage it are going to pull the main information and re-write it, then maybe snag one or two of the quotes for the article, if any at all. Limit the amount of quotes in a single release to be no more than three, with no more than two quotes for a single person. Source Your Sources Everyone wants to compare their game to a bigger, well-known game. Everyone wants to mention other companies, studios, or events that are relevant and/or topical to the news. This is where the ground gets a little shaky. This release isn’t about others. This isn't an elevator pitch, this is the real thing. This is about you, your team, your game, and everything involving those things. I highly recommend keeping others out of the mix. But, if you have to, there’s good ways of going about it. Make sure to include the proper copyright and trademark information for any brand you decide to utilize. You can’t mention another company without the proper legalese. This should be included near the bottom of the release, just to cover your own behind. Additionally, if you mention any copyrighted systems that your game will be on, it’s important to give the proper copyrighting symbol with it and make sure it’s named properly. Look up proper style guides for anything you mention, because each brand has their own unique shorthand. It’s “Sony PlayStation 4”, not “Playstation” (The “S” is Capitalized). It’s “XBox One”, not “Xbone”. Properly attributing your mentions makes you look more professional, as well as more likely to have people pay attention. Don’t be afraid of links in the press release. Embrace them and link to all of your sources properly. Did you attend an event that is in your news? Link the main page of the event. Are you name-dropping a specific console or game series? Give them props. Do you have assets for your own game, like a press kit? Link it and make it bold. Adventure, Excitement… A Journalist Craves These Things I talked about journalists a bit in a previous entry to this series, but I want to elaborate on their thoughts about press releases. When you network, you make allies. But, it’s a lot easier if you give them news that they can do something with. Searching them out makes their job much easier for them. They are actively looking for things to write about and most publications keep themselves on a constant stream of press lists for this exact purpose. Even if you don’t know them, utilize that press list that you made in the earlier lesson to get ahold of them and make yourself known. Journalists, for the most part, are pretty personable and are just looking for a new scoop. Just remember: Journalists and the media love press releases. Even if the release you write isn’t as successful as you had hoped, they can be added to your own “Press Kit” that any game should have for later usage. But, Press Kits are a lesson for another day. Also, don’t forget: Hit all of the relevant news-wires and aggregators if possible. This will be key to getting the press release to those you don’t already have access to, as journalists (and even everyday people) look at sites like Gamasutra and GamesPress. Even websites and forums like GameDev.Net are notable examples of places to put your news, sharing among other developers. Additionally, don't forget to share the press release on your social media.
  4. Hi! My name is Tilen and I am new here, but I appreciate any help you can offer to a newbie! ^^ I'm in a team of 20 men and women from all over the world and I am responsible for marketing the game we are making. We are developing a 2D action platformer that is pretty unique imo (I Will reveal more info in the coming posts). I have lots of experience in regular experience marketing and PR, but online marketing is relatively new to me. I already have a basic plan for everything I want to do, but my main questions are: how and when do I start marketing? I have zero funds to work with. I am thinking to start with some simple posts on gaming forums, showing some screenshots, some news about the developement etc. and then start sharing our webpage (which we are already building), Fb, Ig, Twitter, Linkedin etc. I am also planning on writing a devblog on our main page and spread it across all the sites that allow bloggers to post for free. Am I thinking in the right direction? When do I start marketing and on what social media? Can I use Facebook even if I can't guarantee regular posts (because all of the devs are also working for free in their spare time and I really can't tell how fast the progress is going to be)? I've been doing some research on some bigger indie 2D platformers, but I still can't really tell what the best strategy is. What's your opinion? Thanks in advance!
  5. Hi, everyone! Today, we announce that Monster Loops, the free-to-play touch-based arcade game, is available on the App Store. Monster Loops is a collaboration between Mad Head Games and Binx Interactive, and the game is the next title in our Indie Accelerator Programme. In Monster Loops, spherical monsters inhabit the darkness of a colourful world. Head to different areas and catch as many monsters as you can before the timer runs out. It’s a simple, fun and very fast-paced arcade swipe-em-up that you won’t want to put down! Check out Monster Loops launch trailer: https://youtu.be/IaO1aiPfrQw Download on the App Store: https://goo.gl/KBAKqu Tell us what you think?
  6. Introduced on June 5, 2017 at the Worldwide Developers Conference, iOS 11 is the next-generation version of iOS. As Apple CEO Tim Cook said on stage, the update takes the best and most advanced operating system and turns it up to 11. But how does iOS affect your App Store Optimization (ASO) strategy? Below is an overview of the major changes coming to the iOS 11 that will influence your ASO strategy. They are listed in the order of importance: App Search Results App Name & Subtitle In-App Purchases App Ratings App Review Prompts Promotional Text & Description App Previews Here’s What To Do Next 1. App Search Results [Image credit: StoreMaven] In the search result page of iOS 11, up to three app preview videos and/or screenshots can appear, rather than just two as in iOS 10. Videos will always be displayed before screenshots and the first video will now play automatically, but the sound will be muted by default. 2. App Name & Subtitle [Image credit: Apple] With iOS 11, Apple will be shortening the app name from 50 characters to just 30. To make up for it, Apple will add a new app subtitle field that appears below the app name. App subtitle will give app publishers another 30 characters to highlight features or typical uses of the app. 3. In-App Purchases [Image credit: Apple] Now you can customize in-app purchases (IAP) by adding display names, descriptions, and icon for each. You can promote up to 20 of them on your product page. IAP can also now appear in search results, the Games and Apps tabs, or even be featured on the Today page. 4. App Ratings [Image credit: Apple] In iOS 10 and before, the average rating of the current version is displayed in App Store. But whenever an update is published, the average rating of the app is reset. That discourages many app publishers from releasing an update. 5. App Review Prompts In iOS 11, Apple will disallow custom review prompts in all apps. Now Apple provides their own API that you can add to your app to allow the consumer to submit their review within the app. However, you are limited to prompt each consumer for review only three times per year. Because of this restriction, it’s important that app publishers be extra thoughtful and analytical about how they should use the Apple API. 6. Promotional Text & Description [Image credit: Apple] A new promotional text field will be added. It appears at the top of the description and is limited to 170 characters. Consider using promotional text to share the latest news about your app. You can update it at any time without having to submit a new version of your app. However, this promotional text is not indexed in the App Store search. It cannot help your app ranks higher in the App Store search. For the app description, you can update it only when submitting a new version of your app. Think carefully about what you want to convey to your customers and the features you highlight in your app description. 7. App Previews [Image credit: Apple] You can feature up to three app preview videos. Each video can last up to 30-seconds long. Conclusion That’s all for now. For more ASO tips, check out this ultimate guide to app store optimization. Good luck!
  7. Game Promotion proposal

    Hey Everyone! My name is Martin and I'm an owner of a website GeekDealsUS.com & Twitter account @GeekDailyDeal which has more than 100K followers. I want to propose a mutuallly beneficial deal. I want to get more followers on my Twitter account, and you want to promote your Games & get more sales. My proposal is that I can promote your game on Twitter. The text would be: Follow & RT For a Chance to Win 1 of X Copies of "Your Game" by @YourUsername. Ends time/date. [LINK TO GAME on Steam/website] + Picture you provide Since I have a large following this should get retweeted and seen many times. I would need from You 1 or more copies (as much as you wish) of your game. Preferably as Steam key. If that seems like a good idea, then please reply here or e-mail me to martins@geekdealsus.com if you want to discuss collaboration ideas. Best regards, Martin
  8. Presenting @ Game Dev Meet Last week, on Friday, we were at Game Dev Meet @Porto. We presented “Project SpaceVille” and it was awesome! Do you know those times when you’re doing a presentation and you ask “Does anyone have questions?” and then there’s an awkward silence because no one cared about what you are talking about? Well, surprisingly that didn’t happen! (laughs) Our audience had a lot of questions for us and showed a lot of interest in talking to us. We were actually amazed and very pleased by the reaction! (laughs) Furthermore, there was another nice surprise yet to come! There was this artist in the meet, and he drew a caricature of both us while we were presenting “SpaceVille”! Here’s a pic of it: SMLXL That was awesome. Thank you very much, José Raimundo! The Alpha Launch This past Friday was also the launch of the “SpaceVille”’s alpha programme! A lot of people of people have joined it already, having early access to play and test the game! But there’s always room for more of you to join in. They’re being a bit shy about posting in our forum for now, but we’ve been receiving some private messages on Facebook with feedback from the game! It’s been great talking to different people and hearing their opinions. And of course, getting bug reports. (laughs) Going to Lisbon A few days ago, out of the blue, we got a call from the Spring IT Con in Lisbon, asking us to be a part of the talks this weekend! And we said YES, of course! (laughs) So, next friday we will be traveling to Lisbon to show off “Project SpaceVille” and its development process! We’re very excited since we don’t know many people from that region of Portugal. It’ll be a great opportunity to expand our network and show our game to new people. It's What's Inside That Counts Now that we have a new member on the team, we’ll try to post new content and update the alpha more regularly! We decided that we’d start with the interior of the player’s house. We’ll start by developing some wallpapers and carpets, and eventually reach to some furniture. We’re also thinking of creating a new villager NPC, but we haven’t decided in which animal to go for next! Maybe you’ll have the power to decide in our social networks… (wink) And if you have any ideas feel free to share with us! Cya next week, guys! The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames Website: https://www.faxime.fun
  9. Hello, I am developing my first game which is a serious game about renewable energies. Basically, my idea is to sell the game usage rights(of a branded version) to a National Electricity Company (in a small European country aka Portugal). Then use the core mechanic to produce a paid (PC) version to sell worldwide. This version will have different graphics, different in-game goals, more depth but the same core mechanic. What do you think about this? Does this route make sense to you?
  10. Steam Early Access

    We made it over the first hurdle! Imperatum is now on Steam Early Access! Check it out! http://store.steampowered.com/app/650810/Imperatum/
  11. Our team is looking for an individual, who would be tasked with handling any marketing & PR-related matters in order to estabilish and expand our userbase. The game itself is approximately 90% done - 3rd party services and monetization mechanics are yet to be implemented before the publishing. Preferred qualifications: - Multiple successfully promoted products - Android monetization experience (which services should we use to generate the most revenue?) - Ability to work with a very limited advertising budget - Passion & Dedication Our game is a 2D bullethell game primarily targeted for an Android platform. User controls the planet Earth and has to avoid endless amounts of obstacles launched in his direction, delaying the inevitable for as long as possible. Collected in-game currency can be used to purchase upgrades and different planets. We are also looking forward to hearing any development-related advice - since we are a 2-person team (and a contracted composer), we might have overlooked certain things. Ideally, you would be a full member of the team for our current project and any more to come. You will be compensated for your work with a certain percentage of the total game revenue. To Apply: send an application to applications.rp@gmail.com
  12. Network, Network, Network: Make Your Contacts Early On Welcome to the first lesson for Indie Marketing for N00bs on GameDev.net. This will be a series of blogs to help indie developers really focus their marketing techniques and be successful in their campaigns. I’ve been with the game industry for over a decade, with focuses on journalism, marketing, public relations, advertising, and community management and I’ve boiled some of the more key components to know down into 5 lessons. We’ll start today’s lesson with Networking. Networking is an essential part of anyone that wants to get their game out there. Who are you talking to about your game? Are the masses even hearing about it, or are you just throwing up up on Facebook to friends and family? Who should you be talking to? This brings us to the first point. Take All Of Your Contacts And Put Them Together Make a media list. As a marketer, we’re handed massive media lists from events and create our own from around the industry. But, as a developer, starting from scratch is the main place to be. This list is who you will talk to every time you want to make an announcement. The list should include relevant press and media, influencers, press websites, newswires, and publications, as well as the swath of Facebook, Twitter, and LinkedIn contacts you have derived in your adventure of development. You’re going to want to make it as easy on yourself as you can because it’s not a quick job. I always recommend a spreadsheet. Anyone and everyone that is press or media should be included on the list because you don’t want to have to submit through a “tip form” every time you want to get ahold of a publication or outlet. That’s annoying, frustrating, and most of those “tips” are skimmed past and ignored anyway. You need a name, a contact, to go straight to. Making the list, you should include relevant contact information for each person, like their full name, title, publication name, and relevant notes about their specific functions. For instance, you probably don’t want to send your single-player game to a website that focuses on multiplayer games. Stay Current One major point of interest is the need to keep the list current and updated anytime you can. Ultimately, people lose their lobes or leave for other positions. This can not only leave a hole in some large contact spots, but also displaces contacts. Additionally, contacts from one publication may leave and make their own website, which can open up more possible eyes. I found a list I had made from 2010, recently, and went through is to see what could be relevant to my modern list. Out of nearly 200 contacts, I kept a total of 6 exactly as they were. A very unfortunate amount of those websites didn’t even exist anymore. They had gone the way of the wind. Many of the publications that still exist had new people in the reigns 6 or 7 years later. Now, a chunk of those names still are writers in the industry, though. Researching each one found that they had moved to a different website and changed their email from the business email they had previous, but were still relevant. Out of those, I kept another 30, but it took work to find the right contact info for each. Know Your Industry So, you’re making a game. What platforms will it be on? Who are your contacts within the industry? We’re beyond the days of old-school Rolodexes, but we’re not beyond the need to have people available at the touch of a dial. Developers should figure out their contacts and representatives for each outlet. ID@XBOX, Playstation, Steam, Nintendo, IndieBox, and Itch.io are just a few to find and keep, as well as contact information for recruiting agencies and websites that can help you find who you might be looking for. Websites like GameDev.Net are key ingredients to your contact smoothie to help like-minded developers meet and make contacts. Remember: You might not know a person, but someone else may. Bill Kunkel, known as The Game Doctor, was the very first game journalist, having helped found EG Magazine in the 1980s. He mentored me in his later years and something he told me resonates a decade later in my mind everyday. He told me, “It’s not who you know, or even what you know. It’s who knows you. You can say you know everything in the world, but if they have no idea who you are, it’s not worth a thing.” As a developer, you need to stand above the rest of the crowd. The loudest wins. Make sure people know who you are. But, how do I make people remember me? Join websites and social media platforms for designed for developers. Join dev groups on Facebook. Go out and join in on some of the thousands of Game Jams held every year. Join forum communities like GameDev.net. Attend game events in your area. You have to make friends that are like minded because allies will boost your name. Advice can come from anywhere, as well. One of the folks that you meet in your travels may make it big before you, or they’re already big. Our industry may be rough around the edges sometimes, but the pros and classic legends are some of the most helpful people in the industry. I remember working on an old website years ago, and I had an error in the coding of the site. I just couldn’t figure it out. As I was cussing to myself over it, I happened to have been talking to John Romero (Yes, John Romero from ID Software) at that moment. I remember him going “Aha! I see the problem!”. I gave him access to it, and he solved it for me. It really shows how friendly people are in our industry. Don’t be afraid to talk to them. Networking will also help you find people you need, like artists, programmers, and the like. The people you meet on your journey might be exactly who you need or put you in the right direction to find your grail. Of course you’ll get detractors here and there, but if you don’t have a list of allies and contacts for your quest, you’re likely to not be as successful. No one does this completely alone. Just remember: The answer is always “No” unless you ask.
  13. When Apple announced a redesign for its decade old App Store just a few months ago, app makers for the platform all over the world felt expectant and apprehensive about the kind of impact it's going to have to their apps. Apps with a star-studded presence in App Store were most apprehensive, quite naturally. For a vast majority of mobile app development companies, it was rather a good one as it could make their app rating and positioning better if not worse. In all considerations, such a big update received a lot of buzz from the developer community. Apart from the general awe, apprehension and expectations, what does an update of such nature mean for the apps and their prospects? That is precisely what we would like to explain here. Finding apps would be easier than ever If you take a deeper look at how the apps generate revenue and get discovered, you are bound to recognise that apps that deserve most buzz for their long-term usefulness often remain undiscovered while apps that become popular for shorter span get the most limelight. Many users simply cannot know of certain useful apps just because they remain unknown and undiscovered. The latest update of the App Store will help us deal with this issue of discoverability. From now on the editorial team of the Apple will choose apps for featured list and various chosen categories as per the quality of the app. With the new focus on quality, the App Store now through a card based system of a display will showcase best apps of each category. The various featured cards that will help to showcase best apps include Sneak Peak, Apple of the Day, Major Update, Now Trending, etc. Obviously, this new system will make finding apps easier than ever before. Optimised product page One of the best things with the new update is the optimised product page which will allow offering more detailed information about the apps. Having a good preview of the app is always impressive and boosting for users to download an app. The new App Store update will have value-added previews, localization details of the app, and new text fields. The app previews in the new App Store only got better and detailed with an array of attributes. The product page also allows showcasing in-app purchases, and users can make purchases way before downloading the app. Far better search function Another impressive way new App Store can add value to the user experience and app discoverability is the new and better search function. Users can find apps and related contents about the apps more quickly with enhanced search. Search results now will consist of detailed layers of information including in-app purchases, app developers, ratings, a collection of apps from the same publisher, categories, editorial remarks and stories, tips, etc. A search function allowing users having so many information about an app right from the App Store will obviously render positive impacts on download. Editors have a lot to say and for the better If you look at the new and updated App Store, you are bound to recognise that instead of depending on so-called machine algorithms, Apple this time is bent on improving quality through its editorial team. App Store this time is all set to deliver an editorial experience to the users just for the sake of making the user experience better. Based on the quality of the apps in each category Apple introduced a card based selection system to feature quality apps across categories. From introducing users it's the regularly updated contents through selection like Meet the Developer and Behind the Scenes or What’s on My iPhone to more need focused contents through selections like Pro Tip, Life Hack, The Basics, the curated and edited contents of the new App Store will help us access apps better as per preference and needs. Ratings revamped for the better The new App Store helped apps coming with their app updates without needing to be concerned about messing with the app rating. Unlike earlier times when ratings were meant separately for each different update, app ratings are now considered with all subsequent updates together. This will help developers coming with a freshly updated app to come out clean and get a rating based on the latest update. This will obviously help developers to come with more frequent updates as this is not likely to bring down the rating of an app. The focus is on user experience and nothing else The focus of the new App Store primarily rests on user experience. Apple is head bent to help users find apps they need while allowing quality app producers more exposure to the users their apps are meant for. Apple has realised that the App Store has come of age and is a densely crowded place with a multitude of apps. To give more exposure to quality apps for specific user contexts and needs, Apple had to devise a redesign to clear the clutter with a consistent focus on quality. For mobile app developers, the new App Store unleashed a bounty of never before opportunity to reach their target audience more easily and garner more traction and downloads from the users. In the long run, the new App Store will only push the qualitative focus and make a better place for the users as well as developers of the iOS platform.
  14. Leveraging social media doesn’t mean reinventing the wheel, instead, it’s yet a powerful tool in making the businesses profitable with improved leads and conversion. The sales person is often found scrolling the social media platforms and stalking the LinkedIn groups to achieve the ultimate goal that’s getting the product or services to the right audience. Social channels open up the myriad of the options, aids in increasing customer outreach and contributes to the organization’s growth with improved sales. According to a research, “Weaving social media DNA into the sales process increases the sales outcome by 23% as opposed to traditional sales.” It implies mastering social creates great opportunities on which businesses can capitalize, and grow by leaps and bounds. Let’s shed some light on a few reasons that illustrate why social media has become the next big thing for sales: 1) Find your target audience Social media is the best place where the people of different demographics, region, and background can be easily identified. The prospect intelligence aids in profiling, which eases targeting the audience. Sales representatives can not just find out the customer base, while they can also garner more information about them, which gives a leg up in bringing quality leads. 2) Target them like never before Billions of users are using various social platforms, and there finding the right audience is a hard nut to crack for the salespeople. With the advancement of the technology, the targeting options for social media have also evolved. For instance: Facebook allows the sales rep to segment the target audience based on geography, gender, age, location, and interest so that the prospects to target get zero down to a few hundred. The paid advertising is also run to gain potential leads. 3) Nurture the relationship with them The prospects are easily accessible on social channels, which offers a golden opportunity for the sales reps by opening a line of communication between them and prospects. The interaction with the audience is an ideal tool that not only creates a relationship with the customers, while strengthening the bond with them. The interaction can be held on any topic of their interest or current issues. Additionally, feedback from the customer and answering the existing customers’ questions about their offerings make the relationship better. Don’t consider social to just reach the audience, but leverage it to engage the audience. 4) Increase your reach with real-time marketing When you reached the right audience and crafted a strong bond with them, it’s necessary to keep up with the audience and changing trends. With social media, the prospects can be approached instantly, and when the relevant post is shared in a few minutes of the latest happening, the brand gains the public recognition. The real-time marketing increases the brand awareness which in turn boosts sales. 5) Uplift the lead generation The posts shared on social platforms become a medium to interact with the existing and new prospects. The reaction of the prospects not only helps salespeople in building a following and enhancing access to the new customers, while increase website visit, click through rates and pretty more. The reaction of the audience upsurge the traffic to the website and consequently social media becomes a lead generating machine. 6) Bring more leads down the sales funnel The lead conversion is the ultimate goal of every sales rep where social media help them a ton. The social channels humanize the brand by interacting with the audience the way they like. The humanization builds the credibility and improves the trust in the brand, which in turn fuel up the conversion rate. The studies have shown that lead conversion ratio through social media marketing is comparatively higher than outbound marketing. Besides, social media provides great customer insights which make leads qualification easier and the critical information about potential leads enable the sales rep to craft their sales pitch accordingly that accelerates the conversion. Takeaway The Social Media Examiner study states that more than half of marketers who've been using social media have observed improvement in the sales. It signals social media is a key to grow the sales. It is the best platform to maximize the access to the potential customers and encourage them to buy services or products. With Social Media Mobile App development or social media page creation, the sales representatives can better drive the customers to the website and generate sales with increased conversions. Getting social is a next-Gen trend, which must be put into the sales equation.
  15. I saw someone else post their Patreon here, and he was not punished for doing so. So Im taking the chance as well I have created a Patreon for my game OMEGAz to help me develop the game. The current budget is actually just my welfare, wich makes development tricky https://www.patreon.com/Drakensson I went indie in 2015 after working as a game-director in a local corporation for various specialists. My project there was cancelled so I left in the end. OMEGAz synopsis: You take the role as Kinsaku who infiltrates the headquarters of her city's security force named Proioxis, after they attacked her at home for not conforming to their rules. Proioxis is an army built up by delusional and hostile fanatics, who have been allowed by the government to oppress citizens by silencing offensive speech, and punishing those who live lifestyles considered "damaging" and counterproductive to their ideals. The politicians running the country, approve of this political correctness policing. Kinsaku was attacked because of her "sexual" clothing and for not promoting feminism. Features: You can control each bullet individually, or fire normally (selective fire mode) The game will have stealth segments A transgressive epic. A rebel of a game! Absurd surreal humor like in Rise of The Triad (2013) Large HQ anime sprites, no pixel or retro visuals Starring: SJWs, White Knights and YOU The game isnt meant to be a political message, just a crazy satirical and absurd experience. I am going to admit though, I do expect to recieve death-threats because of this game.
  16. I'm pretty new to the industry so it's early days for me. I'm looking to put together a demo reel of music to market myself as a composer/producer of game music. Does anyone have any advice on optomising a game music demo reel to cover key themes and functions to best make it relevant to developers in today's market? Should I look to cover a niche (I tend to create pretty abstract stuff that probably best suits sci-fi), or try to cover as broad a range as possible?
  17. IndieGame Marketing

    Hi, I was just wondering if anyone had any luck or some ideas with marketing their games/apps? I have been doing the usual social media campaigns on Facebook,Twitter, Instagram etc and trying to think of others ways of going about it. Thanks.
  18. Building Block Heroes - Teaser Trailer Finished the teaser trailer for Building Block Heroes! I'll be discussing the different areas in the game in detail soon, but for now I've put together a teaser trailer showing off multiple aspects of gameplay. The video below shows off some of the gameplay elements unique to each area of the game, as well as a sneak peek at a few of the bosses you'll encounter. Let me know what you think! Those of you who have been following both this game and my previous game World Boxing Manager know that I'm always receptive to feedback. Hope you enjoy!
  19. Hello everyone! We are a small VR studio and we want to get some opinions about our new game which name is Gravity Tunnel VR. If you are interested please please visit our webside 👉 https://qverty.com/gravity-tunnel and let us know: -What do you think about it ? What we should to change? and Do you want to play this game? All opinions well see. -Second question is where we can find some small influencers who can play our game and say something about it? Do you know some people or places where we can find them and how contact them ? Do you have any experience about it? Thanks for all reply! Screens from our game :
  20. I'm very excited to announce that a new demo for Village Monsters is now available - and there's also a new trailer for you to enjoy right alongside it! You can find the demo right here at my website, and the trailer below. This release is still considered Pre-Alpha, which means that there are missing or incomplete features, placeholders, and bugs. Still, this latest demo represents the most amount of work I've put into the game so far, and while it's still in a rough state, it is absolutely playable with many core features and fun things to experiment with. Here's an sample of things you can find in the current demo: Catch bugs and other critters, then donate them to the Historical Society Experience a day/night cycle with dynamic weather Go fishing! Talk with nearly 20 unique villagers with distinct personalities Buy furniture, then decorate your house with your purchases Shake trees and dig up half-buried items to discover treasures, money, and...food? Discover all kinds of hidden secrets and easter eggs (be sure to check each mailbox!) So go check it out, and be sure to follow me here at indieDB, on Twitter, and on Facebook. Work has begun on the full Alpha demo which will be releasing sometime in September, so look forward to weekly Developer Diary Digests on my progress starting this weekend! Enjoy your week, everyone!
  21. Hi everyone! Today, we'd like to share some wonderful news with you. We've recently applied to the Web Summit Alpha Programme, for startups like us to be present at the event. We can happily announce that we're officially going to be Web Summit 2017, in Lisbon, Portugal (our home country)! The event will take place from the 6th to the 9th of November, so we hope that if you'll be at the event too we can meet up! As you may already know, Web Summit is one of the biggest technology events worldwide. They're expecting more than 60.000 attendees this year! So it'll be a great opportunity for both FAXIME and our dear "Project SpaceVille". We'll have the opportunity to talk to investors and to show “Project SpaceVille” to the world in our booth. And that's just awesome! (laughs) Other Events We've already been to some small local game events, and we've always brought a prototype of "Project SpaceVille" with us. It's so gratifying to see people's faces enjoying our game. We've honestly been incredibly surprised by people's positive reaction to the game, especially considering that we've only showed a rough prototype so far (that's also why we haven't showed you much of the game here the blog). Just a side note: You can try this prototype (and others) out by applying the "Project SpaceVille" Insider Programme. Just send us an email to faximegames@gmail.com with the SPACEVILLE-IP access code. Thanks! Since we're on the matter of events, we've also applied for Indie Dome at Lisboa Games Week in September. And two days ago the PlayStation Awards Portugal programme was also released, so we will be also applying for that too! We're looking forward to seeing you in Web Summit! Until then, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames/ Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames/
  22. Hi developers, This is Claire from Snail Games. Very excited to share with you this new distribution channel we created that allows foriegn developers to break into the Chinese gaming market -- Stone. Stone is a PC game distribution platform aiming to bring high-quality PC titles worldwide to local Chinese gamers. Since 6 months ago we created Stone, we have successfully imported a series of Ubisoft's titles as well as independent games. We expanded the globally popular title ARK: Survival Evolved into a growing franchise. We optimized it for users in Asia and it became an instant success. We have experience working with western games and understand Chinese gaming culture. And now we'd love to open this door to all you aspiring developer. On Stone, you can use a simple SDK integration to present your game, track your game performance and user behavior with our operation tools. Paired with Snail's extensive experience in game marketing and knowledge of the Chinese market, we will help you expand your presence in China. Through the partner weblink listed down below, you can submit your title for our review. If we think it is a profitable game that caters to Chinese gamers' likes, we will work with you to publish the game. We market each Stone game across all popular platform, including mainstream social media channels (Weibo, Wechat, QQ), news PR (all major game media), advertisement, forums and gamer community. Stone also has a built-in live streaming platform. Link to Application Center: http://partner.iplaystone.com/en/index.html We are still working on the English version home page, but if you are interested, you can download the Stone software and check out whats currently selling: http://www.iplaystone.com/cn/ Follow our social media for news and updates! Twitter: https://twitter.com/iplaystone Facebook: https://www.facebook.com/iplaystoneofficial/ ------------------------------ Feel free to comment below or message me if you have any questions!
  23. Hello, I'm Albert, a freelance composer for videogames. I have attended some videogame exhibitions on Spain (country where I reside) and I plan to attend Gamescom this August. Attending exhibitions it's something I believe is important, I'm planning to know which are all the exhibitions that I should attend in europe. My goal (important) is to actually meet the developers there, and have some conversation where I can offer my music services. I'm looking for exhibitions where I can meet videogame studios with experience. If the studios they normally attend it are mainly indie studios, no problem. If it's an exhibition focused on gamejams or universitary projects, please don't share it here. Since I've said I'm a freelance composer for videogames, I want to end this post sharing my reel (https://vimeo.com/219898725) and some projects I've worked on: - Missing Translation (http://store.steampowered.com/app/395520/Missing_Translation/) - Dive Hard (https://play.google.com/store/apps/details?id=com.impressive.DiveHard) Have a nice day, Albert.
  24. As the old saying goes, we have good news and bad news. The good news is that we're already half way through summer. The bad news is that the revenue of a mobile application, game or any other product often drops during the hot months, which has a perfectly reasonable explanation. In this article, we'll talk about such a phenomenon as seasonality in the values of key project indicators, discuss how to find it and use it for your own good. WHAT IS SEASONALITY? Any recurrent fluctuation of the time series is usually called seasonality. Supposedly, you have data on product sales for each day for three years. Our experience in application analytics shows that seasonality is likely to exist in your time series, i.e. you may note some cyclicity in the behavior of the indicators. Most often, seasonality is the most pronounced by the days of the week and by the months. Let's take a look at each of them separately. Weekly seasonality consists of growths or falls that correspond to different days of the week. It can be explained quite logically: there are weekdays, and there are weekends. From weekdays, it is possible to allocate Monday (usually with a minus sign) - a day of calmness after a noisy weekend, and Friday (usually with a plus sign) - a day when you can afford a little bit more than usual. On the weekend, unlike weekdays, the online graph behaves differently (because you can play from the very morning instead of going to school or work), as well as the other metrics (for example, ARPDAU - the average revenue per daily active user). Here are some examples: in many games, the audience on weekends is more active than on weekdays; on the other hand, the revenue indicators are averagely higher on weekdays with a peak on Friday (which is why Friday is an excellent day for promotional campaigns); especially interesting is the fact that the retention of users registered on Friday is slightly higher on average than that of users registered on other days. Probably, this can be explained purely psychologically: by installing application on Friday, you increase your chance to open it the next day as it's a day off. By the way, the last example shows an important thought. Seasonality applies not only to quantitative product metrics (audience or gross), but also to qualitative indicators (retention, ARPU). That is, users even behave differently on different days. Monthly seasonality. If you aggregate the indicators by month (from DAU to MAU, and from ARPDAU to ARPU), you may also notice some seasonal changes: as we said above, in many products hot months are on the contrary the "coldest" in terms of the number of the audience, its interest, and revenue from it; but cold months, on the contrary, attract more users (when it's cold outside, you may spend time at home playing games); especially seasonality is expressed in December - this is usually a month of general upswing: both in terms of the audience and the money received from it. However, seasonality is not limited to weekly or monthly. A little later we will talk about how to find the optimal cycle duration, and for now - a few non-trivial examples: in one of the games we saw that the optimal cycle duration in ARPDAU performance is not 7 days, but 14; we explained this by the fact that people receive the payroll once a fortnight; in some products, by the way, peaks are especially noticeable on those dates of the month, which could be divided by five (and these are the payroll days also); we also found products in which the optimal cycles were 3, 9, 11 days - and in all cases, this was related to the internal events in the product (e.g. tournaments). There is one more way to classify seasonality. It might be additive (when seasonal coefficients are constant in time) and multiplicative (when seasonal fluctuations grow or fall with time). In this article, we reviewed the additive seasonality, as it's more common basing on devtodev's experience with multiple projects. HOW TO FIND SEASONALITY? Below you can find a detailed description of the algorithm for calculating seasonality (by the example of finding seasonality by the days of the week). To make it easier for you to understand the process of calculating seasonality, we have prepared a file, in which all the following actions have already been performed. However, if you use this file to substitute your data into it, calculate seasonality and make forecasts, we also won't mind. CLEARING DATA FROM OUTLIERS Preliminary the source data must be cleared from outliers - atypically high or low values of the indicator that are outside the expected range. Often on the graph, such data looks like significant peaks or, conversely, drops almost to zero, which exceed the usual values by several times. The cause for such outliers might be peak sales on a holiday, the failure in the tracking system, or any of the other one-time factors that somehow influenced the metric. Why do we need to clear data from these outliers? Such values distort the results of calculations and can lead to errors in the forecast. Some statistical indicators, such as standard deviation and arithmetic mean, are dependent on the outliers and, by including them into the calculation, you may draw the incorrect conclusions. So, to clean up the data, there are a number of approaches that allow you to assess which suspiciously high or low value can be considered an outlier, and which cannot. We will not go into more detail on clearing data from outliers, because our main task now is to calculate the seasonality, but nevertheless, we must always remember it when analyzing the data. CALCULATION OF AUTOCORRELATION So, the second stage of calculations, which is applied to the already cleared data, is the calculation of the autocorrelation lag. Autocorrelation is a relationship between the values of a time series taken with a shift. It is used to identify trends and cyclical fluctuations of data in a time series. For its calculation, Excel uses a standard function CORREL, which calculates the coefficient of autocorrelation between two ranges of data. These ranges are arguments of the function and are shifted relative to each other: if we are looking for the first-order autocorrelation coefficient, the first range includes the time series values from the first to the last but one, the second range contains all values starting with the second one. We get two ranges offset from each other for one day. To search for the coefficient of the second order, the ranges should be shifted by 2 days - the first does not include the last two values of the time series, the second does not include the first two. This way, we calculate the autocorrelation coefficients for 7 orders and find the maximum among them. It will be an indicator of the day with the highest autocorrelation. If the maximum coefficient is obtained for autocorrelation of the first order, then this series does not contain any trends and dependencies. And if this coefficient is maximal for the 7th order, it means that series contains cyclic fluctuations with a periodicity of 7 days. CALCULATION OF LINEAR TREND COEFFICIENTS Next, we will build a trend for our series to subsequently make a forecast on it and determine how the chosen indicator will behave further. There are several types of trends, which can describe the metric (linear, exponential, logarithmic, polynomial, etc.). We will use a linear method as it's most simple to build and perceive, and at the same time it shows well the dynamics of the metric. The linear trend is built from an equation of the form y = ax + b, where a and b are coefficients, and x is the ordinal of the day (column D in the given example). So to calculate the equation, we need to calculate two coefficients. This can also be done with the standard Excel function LINEST, the arguments of which are two data sets - the metric that's being examined and the ordinal numbers of the days. Using this formula as an array function (Ctrl + Shift + Enter), we get two coefficients, which we then substitute into the equation. BUILDING A TREND LINE To build a trend line, use the previously calculated coefficients - a and b. The only variable parameter of the equation is x - the ordinal number of the day. Due to this, the trend line can be extended for several days ahead, in our example it's 7 days (column I). Thus, we obtain a further dynamics of the change in the metric. CALCULATION OF SEASONALITY COEFFICIENTS The next step for building a linear trend forecast is to calculate the seasonality coefficients. To do this, determine the deviation of the metric values from the trend line (column K), and then find the average value of these deviations, depending on the day of the cycle. These average values are the desired coefficients. IMPOSITION OF SEASONALITY ON THE TREND LINE AND BUILDING A FORECAST To complete the forecast, you need to "overlap" the trend with the seasonality. To do this, multiply each value of the trend line by the coefficient of seasonality of the corresponding day (column L). This will lead the trend line chart to the familiar form - with regular fluctuations depending on the day of the week. And since before we extended the trend for 7 days beyond the available data, the seasonality will spread to the forecasted part of the trend line, thus providing a forecast for the metric for the next 7 days. WHY YOU NEED TO KNOW THE SEASONALITY First of all, to predict your revenue more accurately and to make correct decisions based on these forecasts. For instance, do not plan a massive traffic purchase in August, but wait till September to do it. The question of revenue planning in general is very important, and every company is probably working on it. Seasonality is one of the ways to make your forecasts much more accurate. Secondly, seasonality can be used for your own benefit. If you know that in December you will have many users and the average revenue per user will be high, then it's worth to increase it even more by offering these "hot" users of the cold month more favorable discounts. There is an interesting question: is it possible to fight seasonality? Let's say you know that in July ARPDAU will be the lowest for you in a year. Should you try to increase it and bomb users with tempting July discounts? Our experience tells us that it's useless to fight seasonality: if your users left for a summer vacation, then they would remain on their vacation, no matter what you do. It is better to focus on multiplying seasonality of the high months and increasing your revenue even more, rather than trying to resurrect the revenue of the low months. A FEW IMPORTANT THESES And again, let’s mention outliers. Before calculating seasonality, make sure that your data is cleaned from them. Any leap in the source data (and leaps are often caused by a simple technical error) can significantly distort your data. Let's say that on one of the days in July the revenue was a hundred times better than the usual average. If you do not clear the series from outliers, then you can get that July is the most profitable month, and incorrectly plan a general discount based on this data. And only later you may find out that the table probably lost the bit capacity on that day, and in fact the number is quite average. By the way, in our file, outliers purification, of course, is envisaged. Seasonality depends on many factors: application genre (imagine how surprised the representatives of tourist services would be when reading about the summer revenue decrease); country, language, religion (for example, in Iceland almost everyone goes on vacation in summer, and it's even almost impossible to schedule a doctor's appointment); weather (the hot May might be better than the cold June); any other factors. That is why the conclusions mentioned by us (about the good Friday, or unsuccessful summer) cannot be applied to all the products at once - this is only our experience that's based on the games' analysis. It is better to calculate the seasonality of your project by yourself and draw conclusions based only on your calculations. So download the file, calculate seasonality and make more effective decisions! This article was first published on devtodev's Education Center: SEASONALITY OF THE PROJECT: DO NOT BE AFRAID OF SUMMER RECESSION
  25. I was on the 35th floor in the north conference room. Through the window, I could see the gray, rainy Toronto skyline. I was here to learn about government funding programs for Digital Media. At my table were a television/documentary producer, a toy manufacturer, and two suits who looked so dull and cliche that I didn't even introduce myself. The panel consisted of several government agency workers, a consultant, and a game developer. The information shared over two hours was good, but I enjoyed the spicy chicken wrap from the buffet a lot more. As a wrap-up, the organizer asked the panel what final words they would like to share with the roughly 40 people in attendance. With only 20% of all applicants being selected for funding, the two agency reps and the game developer stressed how important it is to sell yourself. It wasn't until this moment when the slightly scruffy toque-wearing game developer said this, that I realized how important sales technique is for the indie dev. Fortunately, this is something I have experience with. And I am happy to share these techniques with the rest of the indie dev community. In this article, I attempt to demystify the science and psychology of selling (pitching). I will focus on selling to EXTERNAL parties (strategic partners, customers, etc.). If people see value in this, then I'll take the time to describe how to sell to INTERNAL parties (your team, your boss, etc.). I'm writing primarily for small indie game developers who will often need to pitch themselves -- perhaps to journalists, publishers, investors, potential hires, strategic partners, game contests, government organizations, incubators, and many others. However, these principles of selling aren't specific to game development. Anyone can use them to build their business, land a job, or convince someone to marry them Before I take advice from anyone, I like to know their experience. So before I go any further, let me digress a moment to summarize my professional sales experience. I began selling as a full-time commission-only computer sales person at a Canadian electronics retailer called Future Shop (similar to Circuit City or Best Buy). The company paid 25% of the profit of whatever you sold. As you can quickly see: 1) recruits either learn to sell FAST or die; and 2) if you can sell, you have unlimited maximum income. I took to it like a fish to water. But I also took my new profession seriously: I learned everything I could from the extensive training program (based on the Xerox method), managers, co-workers, books, tapes, and video training series from motivational speakers such as Zig Ziglar. I did well and eventually became a sales trainer for new recruits in the corporate head office. Now sales execs generally look down on one-to-one business-to-consumer (B2C) sales, and retail in particular -- for some good reasons, I must admit. It's usually done very poorly. But here is one important advantage: The number of pitches you can do in a day in retail is astronomical: 20-40 pitches a day every day compared to business-to-business (B2B), which allows for 1-2 a day at best. That kind of regularity, repetition, and low cost of failure (if you misspeak and lose a sale, someone new will be along in the next 5 minutes) is the perfect training ground for learning how to pitch. I moved into B2B sales first for a web dev company (1 pitch a month), then into business for myself (about 1 pitch a month). I was still 100% dependent on my ability to sell, but now with the pressure of supporting my staff and other overhead, too! For more than 10 years, I sold custom mobile software projects ranging from small ($25-50k) to large ($700-900k). Over the years, I reckon I've sold about $6+ million across 30+ projects with a 95% closing percentage. My pitches were primarily to a C-level audience (CEO, CFO, CTO, CMO, COO). To conclude this summary, I'll share one of my proudest sales moments: I was about two years into my business. I was introduced by conference call to a mammoth prospective customer: We had 4 employees, and they had $4 billion in annual revenue. They used IBM for most of their IT consulting and were considering a mobile software project -- and using IBM for it. I flew into town (I still can't believe I managed to get the client to pay for my flight and hotel!), spent a day with the CTO in the board room, flew home, and closed the deal the following week by phone. Take that, Big Blue! Definitions B2B sales are most similar to what the typical indie faces -- whether you are pitching your game to a console manufacturer or a journalist. I will use the lingo of "Customer" to mean the party you are selling to. When I use the term sale, I want to be clear what I mean. Simply put, a "sale" is when you convince someone of something. It is a transaction of the mind. It's like Inception - but this time everyone is awake. Once this is accomplished, handing over money, signing contracts, creating a feature article, or any action the customer does is secondary. It wouldn't have happened if you hadn't convinced them it was worth doing in the first place. OK, let's get to it! 1. Every Buy Decision is a Largely an Emotional One. This is the most important and shockingly counter-intuitive truth I can share with you. If you don't remember any other principle, remember this one! When making a decision, people like to think they are rational and logical. While they know they have emotions, they don't understand or believe that emotions make up probably 80% of their decisions. Don't burst their bubble! The poor souls living in the Matrix are happy there! For example, let's say you are house shopping with your spouse. You look at two houses with roughly the same features, location, and price. But the more expensive house that is slightly older and needs more work just has a great living room that seems perfect for family visits. On a pro/con list, you should not choose this one -- but most people do. Why? Because you have an emotional attachment that drives a seemingly fully rational decision. Ever got a job you were slightly unqualified for? Ever NOT get a job you were overqualified for? If your answer is "yes," you know from experience the huge role emotion plays in human decision-making. It is NOT all about features, merit, dollars and cents, brand or background; sales technique can overcome ANY weakness or hurdle if executed the right way. You too can beat IBM! Or you can be in the best position (factually and objectively) and totally blow it Success is within your grasp -- something you can control through sheer determination. What I'm trying to say is that time spent learning and practising sales technique will increase your closing percentage -- NOT because your product changed, but because of how you pitched it. More features won't sell your game; you will! Pro Tip: My good friend and English professor taught me when writing persuasion (sales) literature for a friendly audience to save your strongest point for last. But when writing to a sceptical audience, use your strongest point first because they may never read any further. Good advice! 2. Sell Because it's Your Job. No one else will sell you but you. If you won't sell you, you are screwed. Most people are uncomfortable selling. I think salespeople rank just below politicians and lawyers on the Slimy Job Top Ten list. I believe two major factors contribute to this: Because you gain something out of selling, somehow this makes the act immediately feel disingenuous. Your motives don't feel pure. Selling requires risking personal rejection and failure. Someone may make a face at you, respond with something hurtful, or (worse) ignore you completely. This was true for me. I'm an introverted computer nerd who tried to attract the ladies with well-crafted autoexec.bats. I dislike meeting new people. I'll never forget the lesson a Future Shop manager shared when he noticed several shy new recruits reluctant to approach customers: Have you ever been at a bar and seen a really attractive person across the room you'd like to meet? But you are too afraid to approach him or her? Maybe you think they are out of your league, or just want to be left alone, or look busy, or some other excuse. Now consider this: What if you were hired by the bar owner to be a greeter. He made your job very clear: "I want you to make sure people have a good time here, so make sure you talk to each person at least once and see how they are doing." Now how would you feel about approaching the attractive person? It's way easier! Whether it goes well or poorly, it doesn't matter anymore; you are just doing your job. You no longer feel threatened -- or threatening. The difference between the two scenarios is not one of facts or features. Neither you nor the other person has changed. The change happened inside you. Now you feel permission or even the right to make the first move. You need to get to the place where you give yourself permission to approach that publisher, journalist, voice actor, or the general public. Until then, you will simply give yourself too many excuses not to sell. Pro Tip: In every discussion with a customer a sale is being made. You are selling your ideas, but the customer is selling too! Either you are convincing them to buy, or they are convincing you why they shouldn't. Who will be the better salesperson?! Notice in the conclusion statement that you either give yourself permission or you give yourself excuses. A sale is being made here too! You either sell to yourself that you are allowed to sell, or you sell to yourself you aren't. 3. If you Don't Believe It, No One Else Will. Humans are born with two unique abilities: to smell a fart in an elevator to smell a phony In order to sell well, you must have conviction. You have conviction if you truly believe in yourself and your product. While I must admit it is possible for the highly skilled to fake conviction, there is no need to do so. Real conviction is easy and free when you are in love with your product. It will ooze out of every pore; little things like the tone of your voice, word choice, the speed at which you speak, and the brightness of your eyes. Conviction is infectious. People want to be caught up in it. Which goes right back to point #1 about the emotionality of selling. But why does conviction sell? Because a customer is constantly scanning you to see if what you are saying is true. Conviction is important in how the customer reads you. Imagine you are trying to convince a friend to see a movie. Your friend thinks: He appears quite excited about this movie. I would only be that excited and passionate if it was a really good movie. Ergo, the movie must be really good. In Jordan Mechner's book, The Making of Prince of Persia, he records the process of making the first Prince of Persia game (which was incredible for its time). The production team believed in the project immensely, but the marketing department did not. When they chose the box art and shipped the title, this great game had dismal sales for the first year. Only when a new marketing department came in, believed in the product, and revisited the box art and marketing plan did the game start selling. Conviction gives the customer the data needed to sell themselves into believing what you are saying. This dovetails nicely with my next point. 4. Want What is Best for the Customer. I'm currently doing a sales job on you (oops, I seem to have broken the fourth wall!) I'm trying to convince you that what I am saying is true -- and when put into practice, will make you better at pitching your game. Why am I typing this at 2:36 a.m. when I could be sleeping -- or better yet, playing Mario Kart 8? Because I genuinely believe this information will help someone. It costs me very little (some time at the keyboard) and could make a real difference in someone's life. See, I'm not typing this article for me; I'm doing it for you. Whether or not I benefit from doing so, my primary motivator is to do something good for you. If you want to get your game featured on a certain site, stop thinking about how it is good for you to be featured and start thinking about how it is good for them to feature you. Reasons (arguments) made from the perspective of their good will impact deeper and resonate longer. So how can you know what is good for your prospective customer/journalist/publisher/government agency? Do your homework. Know what makes your target tick. Find out what motivates them. Discover what is important to them. More importantly, find out what is not important to them. For the conference I attended, the purpose of the government program was to generate digital media jobs in our province. The overseer specifically told us: "When you write your proposal, be sure to point out how this will lead to job creation." This is great advice for two reasons: The customer is not only saying "Tell me how it's good for me," but also "I'm lazy, so make it easy for me." In other words, the customer is 'tipping his hand' by saying "All things being equal, the proposal that more easily shows what's in it for me will be chosen." Don't rely on your target audience to do the work of understanding. Your pitches will vastly improve if you spoon feed them the goodness! Pro Tip: Knowing what NOT to say is just as important as what TO say. For example, I regularly listen to the Indie Haven Podcast. On one specific episode, all four journalists went on a bit of a rant that if you are contacting them for the first time, do not tell them about your Kickstarter. Tell them about your GAME! They said if you start your email about your Kickstarter they will stop reading. So know what NOT to say and avoid the virtual trash bin! 5. Don't say what is True, say what is Believable I had just started my software company and was having lunch with a veteran entrepreneur millionaire friend to get some advice. During the soup course, he asked, "So what does your software company do?" "We make amazing custom software," I answered. "I understand that, but what specifically are you good at?" "Here's the thing, we are so good with such a great process we can literally make any kind of software the customer wants -- be it web portal, client-server, or mobile. We are amazing at building the first version of something, whereas many companies are not." "That may be true, but it isn't believable." I dropped my spoon in shock. Maybe your role-playing game is 10x more fun than Skyrim -- not just to you, but empirically through diligent focus group testing. But don't try and approach a journalist or publisher with those claims. It may be true, but it certainly isn't believable. What is true and believable is, "If you liked Skyrim, you'll like RPG-I-Made." Ever seen a byline or quote like that in an app description? Yep, because that is as far as you can go without crossing the line into the "unbelievable" territory. 6. Create the Need Every sales pitch is like a story, and every story is like a sales pitch. Let me explain. You can't give an answer to someone who doesn't have the question. You can walk up and down the street yelling "42!" to people -- but if they aren't struggling to know the answer to Life, the Universe, and Everything, it won't mean a thing to them. You can't sell a product/idea to someone who doesn't have a need. Every pitch follows the three-act story structure: Act 1: Setup Act 2: Establish the need Act 3: Present your solution We see this in The Lord of the Rings: Act 1: Frodo is happy at home, life is good. We meet a bunch of characters at Bilbo's birthday party. -- Setup Act 2: A ring will destroy everything Frodo loves. And people are coming to get it right now. -- Need Act 3: The fires of Mount Doom can unmake the ring. Frodo tosses it in, by way of Gollum. -- Solution Study the first part of infomercials to see how need can be quickly established. Humans have plenty of basic latent needs/desires you can tap into. You don't need to manufacture a new one. When it comes to gaming, one simple one is "to feel awesome." Pretty much every game I play makes me feel awesome. Now I may or may not be awesome in real life, but I have a need/desire to feel awesome -- and games fill that need nicely. Bringing it back to the government program, what is their need? They are handing out money and tax incentives. At first blush, there doesn't seem to be a need that I can tap into. But applying principle #4 of what's good for them, we can do our homework and discover that if the program has 20 million dollars, they HAVE to give that money out. The people working there are not evaluated by how much money they keep; they are rewarded by how much they give away. They literally have a need to give away money. But not to just anyone; they need to give it to studios that will manage it well and create long-term jobs in digital media. As a final example, notice how I establish a need for this article in paragraphs 5 and 6. This article is based on the common need for indie game devs to promote themselves. 7. Talk to the Real Decision Maker Who is the best person to pitch you? You. So don't expect all the time and effort spent pitching a minion means they will pitch their boss on your behalf just as well. Aragorn did not find a mid-level orc, explain his position, then hope the orc makes as impassioned a presentation to Sauron. Aragorn knew he needed to climb the corporate ladder. He went directly to the Black Gate to take his issue up with Sauron directly! Throughout most of my B2B sales career, I initially got in the door through a mid-level manager like a project manager, IT director, or operations manager. These people have "felt need". Their team needs to do something new or is inefficient and needs software to solve it. But a $250k decision is way beyond their pay grade; they need the CFO and maybe CEO to make the decision. You can spend hours and hours pitching the minion with amazing props and demonstrations, and they turn it into a 3-line email to their boss saying your presentation was very nice. Aaarrrggghhhh!!! Even worse, what if the competition is talking to the CEO over lunch at the country club while you are spending all your efforts on the minion?! Flanking manoeuvres like this are a common reason for losing a sale. Remember in point #1 how all decisions are really emotional? By filtering your pitch through someone to the CEO, all of the emotional trappings disappear; it literally is just features/functions on a page. Meanwhile, the sales guy at the country club is showing interest in the CEO's children, sharing stories of his own, and having a good laugh. All things being equal, 9 out of 10 times when the CEO has to decide, he'll go with the person he met. Everyone trusts what they see with their own eyes more than what was reported to them by another. Use this to your advantage. This doesn't mean you shouldn't talk to minions or treat them like a waste of time. That is mean and dehumanizing. You won't get anywhere with that. My point is not to RELY on the minion to do the sales job for you. You have to climb the corporate ladder to the actual decision maker and give it your best. A concrete example is when I organize a pitch session with the mid-level manager, I make sure their boss is invited to the meeting. Or I do the whole pitch to the mid-level manager and then ask, "Do you think your boss would see value in having this information, too? I would be happy to come back and run through it." If they are impressed with what you've done, they are more than willing to move you up the ladder. Now, big companies are wise to these ways and may have strict rules on who can meet with external parties. This is frustrating. The best you can do is to find the closest person to the actual decision maker and pitch your heart out. Personally, I find this ladder-climbing the most difficult aspect of selling. But then I have to remember principle #2: It's my job. If I don't do it, no one will. 8. Sell the Appointment, not the Product When are you at your best, selling-wise? In front of the person with all your tools, demos, snappy dress -- and sharing fancy coffees. When is it harder to say "no" to someone -- over the phone/email or in person? In person. Most people suck at cold calling/emailing. While it is a sucky task, one big reason people fail is because they have the wrong objective. They think that as soon as they get the person's attention, it is time to pitch. By-the-power-of-Grayskull no!!! When you first encounter someone you need to pitch, your goal is to get a meeting where the person is relaxed, focused, and mentally prepared to listen to what you have to say. Your email or call may have interrupted their day between meetings, or baby bottles -- and they don't have the headspace to listen, never mind think. You will get a "no" at this stage. So give yourself every chance of success; book the meeting! To get the meeting, you must be diligent about three things: Keep the conversation as short as possible. Tell just enough to whet their appetite. DO NOT tip your hand -- build the need/desire for the meeting. Keep steering them back to the appointment Granted, this one takes some practice -- but here is a quick example to get you started: "Hi, Mrs. Big Shot. I'm Thomas, and I am making a new kind of role playing game that I think would be a great addition to your platform. Could I schedule just 15 minutes of your time to show you what I'm working on? I really think you will like what I have to show you." "Role-playing game, eh? Dime a dozen, pal. What's so great about yours?" "Well, I have some new A.I. techniques and combat mechanics that haven't been seen before. I'd love to meet with you to go over the key features of the game and even show you some gameplay. How about a quick meeting later this week?" "Have you made anything before, or this your first time?" "I've released two games previously, but I would be more than happy to go over my qualifications and previous experience with you when we meet. Is next week better than this week?" "I'm pretty busy this week, but schedule something next week with my assistant." "Thank you, Mrs. Big Shot! I look forward to meeting you!" Why does this work? Because curiosity sells. Since you haven't given Mrs. Big Shot something yet to reject, she is open and slightly curious to see if maybe, just maybe, you have the next big thing. 9. Inoculation The ability to inoculate against objections is probably the single biggest gain a newbie sales person can make. Removing and eliminating objections is the key to closing the sale. In real life, we get vaccinations to prevent disease. The process is to introduce a small weak version of the disease into your body against which your immune system will build a proper defense for the long term. When the actual disease comes along, you are immune. Inoculation (in sales) is the process by which a salesperson overcomes objections before they have a chance to build up and fester. The longer the objections gestate in the customers' minds, the quicker the "virus" takes hold. You do this by bringing up the objection first yourself, and then immediately answering it. If you bring up the objection first, the virus is in its weakest possible state -- and the customer becomes impervious to it. So after you prepare your pitch -- whether it's website text or email -- you have to look at it from the customer's perspective and see where your weaknesses are. Maybe get a friend to help you with this. Let's imagine you've come up with three likely objections to your game: You've never made a game before. Your selected genre is oversaturated. Your scope is aggressively large. Before I go any further, let's reflect for a minute on how likely you are you to close the deal with those three objections hanging in the customer's mind. Not very likely. Even if they haven't voiced them yet, just thinking them will torpedo your chance of success. Now imagine all three of those objections have been inoculated against. It's clear sailing to closing the deal! So here is an important principle: If someone raises an objection when you try to close, what they are really saying is that you haven't successfully pre-empted the objection by inoculating against it. Learn from this! Remember this objection for next time. Spend time thinking through possible ways to inoculate against it. The more chances you have to pitch, the more experience you will have with objections, and the more inoculations you can build into the next version of your pitch. Sales is a real-time strategy game! Prepare your defences well! Another principle to remember: Customers are not necessarily truthful and forthright. They may have objections but haven't shared them with you. If they don't share them, you have no way to overcome them -- and your sale dies right then and there. Inoculation is the best defense against this. Pro Tip: Don't save all your inoculations for the end of your pitch; it's too late then. Sprinkle them throughout the pitch; they are more easily digested one at a time. Early in the presentation, you should be inoculating against conceptual objections such as, "Is this even a good idea?" Later on in the presentation when you are about to go for the close, you need to address implementation objections such as, "Do you have a realistic team to build this?" A further benefit of inoculation is that by bringing up your perceived weakness yourself, you gain credibility and show that you can think critically. This goes to character, and people generally want to work with credible people who can think critically. So how can we inoculate against those three example objections? 1) You've never made a game before. Early in the presentation, like when you are sharing your background or how you came up with the concept of the game. Say something like, "Now this is the first game I'm making myself. However, I have X industry experience doing Y. I also have two mentors who have released several titles that I meet with regularly. When I don't know what to do, I lean on their experience. " 2) Your selected genre is oversaturated. Mid-presentation, show some screenshots or demo -- and the genre will be known. You can say something like, "Now I know what you are thinking: Another First Person Cake Decorating game? And initially, when I was designing it, I felt the same way. But here is why I think our First Person Cake Decorator is unlike anything else in the market . . ." 3) Your scope is aggressively large. Late presentation just before the close addresses objections like this. "Now I recognize that our scope seems too large for our small team. But team member X worked on such and such, and it had 3 times as many A.I. agents as our game. And we are open to discussing the scope with experienced developers. At the end of the day, we want to make something new and compelling for the genre and are looking for key partners like you to help us get there." Pro Tip: When the customer asks for implementation details such as scheduling, resources, costs, specific technologies, start getting excited. These are buying signals. The customer is rolling your proposal around in their mind trying to imagine working with you. So make sure you answer all the questions truthfully and completely! 10. Leave Nothing to the Customer's Imagination Since I was pitching custom software, I had nothing to show because it didn't exist yet. It's one thing to pitch a car or house that is right there in front of the customer. But to pitch an idea? And they have to agree to spend the money first before they see anything tangible? This is extremely difficult! Now I imagine in the game space that the people you meet probably exercise their imaginations regularly. But in the business space, I can assure you that the CFOs are NOT hired for their creative imaginations. More likely, their lack of it. So what do we do? Do not rely on the customer's imagination to understand what you intend to do or build. Make it as concrete for them as possible. Words are cheap, so use props. One reason my software company closed many deals despite being up against larger, more experienced competitors is the lengths we would go to show the customer how their eventual software may work. Our competitors would hand in four-page proposals; ours were 20-30 pages. We spent dozens of hours mocking up screens and writing out feature descriptions. Sometimes we would build a demo app and throw it on a handheld. All this so they could see, touch, and taste the potential software in the board room and close the deal. Even if our software solution cost more and would take longer to complete, the customer would go with us because our presentation was more concrete. They could see success with us; whereas, they would have to imagine success with the competitor. In games, you can make a demo. But if that is too much, you can at least get an artist to make mock screens, get some royalty-free music that fits the theme, and then show footage from other games that inspire you. Props beat words every day of the week. Pro Tip: When up against competitors, you always want to present last. I've been in many "showcase showdowns" over the years where the customer will hear presentations from 3 or 4 companies throughout a day. The reason you want to go last is whatever presentations they saw before yours creates "the bar," the standard of excellence. If you are better than that, it will be so completely obvious to them that half your work is already done. But what if you aren't way better than the competition? However amazing the first presentation may have been, it fades in the customer's memory. Perhaps by the fourth presentation, they have forgotten all the glitz of the first. It's sucky to lose that way but remember: The decisions are emotionally charged and based on faulty humans rather than faultless computers. Go last, have the strongest last impression, and improve your chances of winning! 11. Work Hard! Earn it! The movie Rudy is a great example of this principle. Based on a true story, Rudy wants to play football for Notre Dame. Trouble is he isn't big, fast, or particularly good at football. But he tries! Oh, how he tries! He practices more and with greater gusto than anyone else. Finally, at the end of the movie, Rudy is given the chance to play in a game. The crowd chants and the movie audience cries because it's all just so wonderful! Almost all of the software deals I closed were bid on by multiple competitors. Canadians love the "3 quotes" principle. When I would check in on my client waiting to hear that we won the job, it would boggle my mind to hear the decision is delayed because one of the competitors was in late with their proposal. Are you kidding me?! We delivered our proposals on time every time. That may have meant some late nights, but failure wasn't an option. And as previously mentioned, we always delivered more in our proposals than our competitors did. Everyone likes to reward a Rudy because we all want to believe you can overcome your weaknesses through hard work and dedication and achieve your goals. Working hard during your pitch says more about your character than anything else. It gives the customer the impression, "If they work hard here, they will work hard for the whole project." The reverse is also true: "If they are lazy and late here, they will be lazy and late for the whole project." Again, talent isn't everything; who you are inside and how you work is. I have personally awarded work to companies/contractors because they worked harder for it than the others, even though they weren't the best proposal I received. Pro Tip: Be the best to work with. When I am in the process of pitching someone, I am "all hands on deck" for instant responses to questions or ideas from the customer. An impression is not just made with how you answer but how quickly you answer. If customers encounter a question and get an email response within 12 minutes, they are impressed and know you are "earning it." 12 You Have to Ask for the Close "You miss 100% of the shots you don't take." - Wayne Gretzky I'm not great at networking or cold calling. I've already shared that I'm not great at ladder climbing. But where I really shine is closing. Closing a deal is like winning a thousand super bowls all wrapped up into a single moment. With a bow. And sparklers. I could write a whole article just on closing (and there are books dedicated to it), so I've limited our time to just the most important, most missed principle: You have to ask for the close. I have seen great sales presentations fail because the presenter never asked for the deal. They talked and talked and said lots of wonderful things, but then just sat there at the end. What were they expecting? The customer to jump out of their seat screaming, "I'll take it!" Or maybe it's as if there is a secret that the salesperson is there to make a sale and they don't want to blow their cover by actually saying, "So, will you choose us?" If you don't ask for the close, you won't get the objections -- and if you don't get past the objections, you won't win. So ask for it! Now to some specific techniques to help you. First, be clear about asking for the close. If you want an interview, say "So do you think you can interview us?" If you want a meeting with someone, say "So can we book a meeting for Tuesday?" If you really struggle with what I just said, try the pre-close to boost your confidence: "So what do you think so far?" That is not a close. That is a non-threatening temperature check. The customers are just sharing their thoughts, tipping their hand to tell you what they like and any immediate objections that come to mind. After you discuss their thoughts, you still have to circle back around to booking that interview or the meeting. Second, when you ask for the close, the next person who speaks loses. Silence is generally uncomfortable for people, so this one requires real grit and determination. Many salespeople say something during the silence to try and help their case. They are doing the opposite. Asking for the close is a pointed question that requires the customer to make a mental evaluation and then a decision. If you say anything while they are doing the mental process, you will distract them and cause the conversation to veer away from the close to something else: tertiary details, objections, etc. I was in a meeting with a potential client when I had the unfortunate task of telling them their software wouldn't be $250k but $400k and take months longer. I explained why and then asked for the close: "This is what it costs and how long it takes to do what you want to do. It will work exactly as you want. Would you like to go ahead?" They were visibly mad at the ballooned cost/time. I sat in silence for what felt like hours but was probably 3-4 minutes as the VP stared at the sheets I'd given him. Finally, he said "I don't like it, I'm not happy, but ok. But this date has to be the date -- and no later!" The silence put the burden of making a decision squarely on the VP, and he decided. Third, expect objections. Even if you did all your inoculations correctly, there will be something you never thought of that they did. Hopefully, you got the big ones out of the way -- but I don't think I've been in a meeting where they just said, "Great presentation. Let's do it!" Sometimes people bring up objections for emotional reasons: They just don't want to work with you. Like the girl who won't go out with you because she has to wash her hair that night. There really is nothing you can do at that point. You've failed to build rapport or show how you can meet their needs. You won't recover these blunders at the closing stage. But for real objections, these are legitimate reasons preventing them from going with you. Get past those, and it's time for the sparklers! It is critical to first get all the objections in one go. This is most easily done with a simple question, "Other than X, is there anything else preventing us from working together?" I'll show you why this is important in a moment. If possible, write down every objection they give you. Most people get hung up on one or two. In my hundreds of meetings, I have never seen someone able to list 4+ objections to a pitch. Now work through each one of the objections in turn -- treating them seriously. Treat them like they are the end of the world if unresolved; because they are! Before moving on to the next objection, say "Does what I just shared address your concern?" If they say yes, cross that off the list. Pro Tip: You don't have to deal with the objections in the same order they raised them in. If there are some quick ones and then a hard one, get the quickies out of the way first, build up momentum, turn the room temperature in your favor, and go for the hard one. Also, if you do handle them out of order you maintain complete control of the conversation because they can't anticipate what is coming next. Once you have dealt with each of the listed objections, say something like, "Well we've addressed A, B, and C. So now do you think we can work together?" By gathering the list of objections first, you have achieved several things. First, you've shown you listened to them. Listening and understanding can overcome much of the objection. Second, it brings a natural path back to the close! They listed out the agenda, and you dealt with it; there is nothing left to do but close! Finally, you are preventing them from coming up with new objections. This is a psychological trick since you gave them every opportunity to list out their objections earlier -- now that time has passed. They look foolish if they do it again. Sort of like when you get to a certain point in a conversation, it's just too late to ask the person their name. If they raise new objections at this point, it looks like they are just stalling or delaying. Maybe that is what they are doing -- because the objections were emotional ones. These principles apply to writing as well! Like a website "squeeze" page to get newsletter subscribers. You have to be clear and obvious about what you want: You want a newsletter signup. Well, make it clear and easy for them to do that! Pro Tip: When negotiating (which is just a sale in a different form), when is it better to name a price? Should you go first -- or let them be first instead? Common knowledge is to go last, which happens to be the wrong answer. According to the Harvard Business Essentials: Negotiation book you should speak first. The person who speaks first frames the rest of the conversation and is more likely to get it to go their way. I saw the truth of this early on in my business. I went to downtown Toronto to meet with a client and negotiate the value of something. I sat down with the CFO, and he was going on and on about how what he wanted wasn't very valuable to me. Then he said, "What do you think it's worth, Thomas?" I said $30,000 -- and he almost fell backward out of his chair. He was thinking only $1,000-2,000. But since I went first, his paltry fee looked insulting and ridiculous. We ended up at $15,000. Half of what I wanted, but 8x-15x more than he thought going in. Speaking first works. Conclusion Well, there you have it: roughly 12 years of sales experience boiled down to 12 principles. Did I "close" you? Was this information helpful in improving your pitches? Use the comments to let me know! SDG You can follow the game I'm working on, Archmage Rises, by joining the newsletter and frequently updated Facebook page. You can tweet me @LordYabo