dislekcia
26-03-2009, 04:40 PM
The Independant Games Summit. The focus of the entire indie development world right now.
Here are some of the choice nuggets that have winged their way past my eyeballs and directly into my heart...
Indie Games Summit: 2D Boy/Polytron's top 10 ways to market your indie game (http://www.offworld.com/2009/03/indie-games-summit-2d-boypolyt.html)
As two of indie gaming's best known figures (least of all for their consecutive Indie Games Fest wins), 2D Boy's Kyle Gabler and Polytron head/Fez creator Phil Fish kicked off the second day of the Independent Games Summit with a tag-team session on how other aspiring devs can smartly promote both themselves and their games.
Quick facts from Gabler: Valve's Left 4 Dead marketing budget was $10 million, Spore's $35 million (compared to its $50 million development budget) and Wii Fit's was $40 million, a figure Gabler reckoned could buy 21,917 indie devs a burrito every day for a year.
What to do with World of Goo's marketing budget of zero, then? Three quick tips from Gabler's "self promotion jelly bag": absolutely run a blog, enter the IGF, Penny Arcade, and as many other indie competitions as you can, and rather than paying a marketing firm to measure how well word is spreading around the net on your game, set up a Google Alert.
IGS '09: The Four-Hour Game Design (Cactus) (http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design)
Jonatan ?Cactus? S?derstr?m?s lecture for the 2009 Independent Games Summit, The Four-Hour Game Design, opened up his bizarre creative process, revealing some of the design guidelines and key tricks that have allowed him to make more (awesome) games per day than the rest of the industry combined manages to put out in a year.
It may have been the greatest presentation ever.
Starting from his Desktop, Cactus skipped over a few folders called things like ?Weird Porn? and ?Nude Pictures of Me? to one simply named ?GDC.? Within, bearing the icon of a pixelated heart, was his presentation? made in Game Maker.
After registering Windows Media Player live on stage to test the audio, and eventually realizing he had to un-mute his laptop, Cactus started it up. A Brain-Damaged Toon Underworld style animation began with a character only he could have drawn declaring, ?I AM INTERNET.?
Ok. Cactus rocks. He rocks hard. But something cooler happens... Something, magical.
IGS '09: The Indie Game Maker Rant (http://tigsource.com/articles/2009/03/24/igs-09-the-indie-game-maker-rant)
This one doesn't get a teaser... Just go and read it right now. Then try to stop yourself bouncing off the walls in sheer development overdrive. I dare you.
Here are some of the choice nuggets that have winged their way past my eyeballs and directly into my heart...
Indie Games Summit: 2D Boy/Polytron's top 10 ways to market your indie game (http://www.offworld.com/2009/03/indie-games-summit-2d-boypolyt.html)
As two of indie gaming's best known figures (least of all for their consecutive Indie Games Fest wins), 2D Boy's Kyle Gabler and Polytron head/Fez creator Phil Fish kicked off the second day of the Independent Games Summit with a tag-team session on how other aspiring devs can smartly promote both themselves and their games.
Quick facts from Gabler: Valve's Left 4 Dead marketing budget was $10 million, Spore's $35 million (compared to its $50 million development budget) and Wii Fit's was $40 million, a figure Gabler reckoned could buy 21,917 indie devs a burrito every day for a year.
What to do with World of Goo's marketing budget of zero, then? Three quick tips from Gabler's "self promotion jelly bag": absolutely run a blog, enter the IGF, Penny Arcade, and as many other indie competitions as you can, and rather than paying a marketing firm to measure how well word is spreading around the net on your game, set up a Google Alert.
IGS '09: The Four-Hour Game Design (Cactus) (http://tigsource.com/articles/2009/03/23/igs-09-the-four-hour-game-design)
Jonatan ?Cactus? S?derstr?m?s lecture for the 2009 Independent Games Summit, The Four-Hour Game Design, opened up his bizarre creative process, revealing some of the design guidelines and key tricks that have allowed him to make more (awesome) games per day than the rest of the industry combined manages to put out in a year.
It may have been the greatest presentation ever.
Starting from his Desktop, Cactus skipped over a few folders called things like ?Weird Porn? and ?Nude Pictures of Me? to one simply named ?GDC.? Within, bearing the icon of a pixelated heart, was his presentation? made in Game Maker.
After registering Windows Media Player live on stage to test the audio, and eventually realizing he had to un-mute his laptop, Cactus started it up. A Brain-Damaged Toon Underworld style animation began with a character only he could have drawn declaring, ?I AM INTERNET.?
Ok. Cactus rocks. He rocks hard. But something cooler happens... Something, magical.
IGS '09: The Indie Game Maker Rant (http://tigsource.com/articles/2009/03/24/igs-09-the-indie-game-maker-rant)
This one doesn't get a teaser... Just go and read it right now. Then try to stop yourself bouncing off the walls in sheer development overdrive. I dare you.