Episoder
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We finish up our discussion on marketing by digging deeper into how to get covered by the press and how similar concepts apply to YouTubers. And we sign off for this season as we think about the future.
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This week we discuss marketing and how to promote your game. We discus various marketing channels and how they differ in effort and effectiveness. We also chat about how some marketing approaches from the past don't hold up today and how twitter just isn't as fun as it used to be.
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Manglende episoder?
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We continue our discussion about Game Funding by discussing self funding, government tax breaks, grants, and mysterious secret investors. We also squeeze in some Q&A at the end.
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This week we talk about various ways to get funding for your game. We discuss game publishers, venture capitalists (not Mike's definition of them), and crowdfunding. We'll talk more about less conventional funding methods next time.
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Moo, Andrew, and Mike discuss the process of leaving a studio job and starting an indie studio. They talk about how they prepared, what they were expecting, the high highs, and some very low lows.
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We discuss how a game's life continues after launch and our experiences with updates, sales, and the like to keep our games kicking. Also, we do Q&A with twitch chat and get distracted by the indiepocalypse.
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We use Volume and Tango Fiesta to walk listeners through the various phases of a game's development. We discuss the idea phase, testing and proving through pre-production and prototype, and finishing the game through production, alpha, and beta.
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Andrew, Mike, and Moo reminisce about how they got into the games industry many moons ago. They discuss when they decided to work in games, how they prepared themselves, and how they got their big break. They ponder how things would be different if they were applying today and what they're looking for when they're hiring now.