Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Tuesday, 21 August 2012

10 Gamedev Articles You Must Read (or Watch)

I spend a lot of time catching up with my favourite games blogs and websites, and over the past couple of years have come across a mountain of useful and inspiring articles and videos that have helped me in my work. I've had a trawl through my bookmarks, Readability archive and my old tweets to find some favourites that I hope you will benefit from too!

Friday, 9 March 2012

Indie Exposure: This Time it's Personal

So we've had a look at where the challenges of indie exposure lie, and the power of the USP in your promotion, and how to make the most of it. It seems natural to follow on with a discussion of one particular USP available to all of us indie developers. It's something few AAA studios have quite the same access to...

It is ourselves.

Our ability as indie developers to be individuals, with distinctive personalities and motivations is incredibly valuable. Here's why:

Your Marketing Story

Your marketing story is one of the most important promotional tools at your disposal. Tadhg Kelly wrote a smart article on what makes for a good marketing story, which is a must-read.

Stories are emotive. Stories are memorable. Stories have a human face. We as indies have unique and fascinating stories to tell. Because of our scale, we can be individual personalities, and readers of our stories can put themselves in our shoes. You may not think you have an interesting story, but you do. Micro studios taking on entire game projects must inevitably take a unique and usual path to get there. The tale of an indie who struggled to get break through but persisted through thick and thin is inspiring.

Monday, 27 February 2012

Indie Exposure: Making the most of your USP

The articles in this series are featured as guest posts on GamesBrief: The Business of Games

In my previous article I discussed how and why exposure is the major issue facing independent developers. In the next few articles I want to talk about some of the key ways I feel this can be overcome, drawing on my own experience with the Greedy Bankers games on iPhone and iPad.

It can be very easy to see marketing and game development as separate disciplines - that creating an awesome game and drawing in new players are separate tasks requiring separate sets of skills. The reality is that designing your game to be marketable is a key part of development. It's up to you as a designer to identify, develop and promote your unique selling point.

Tuesday, 7 February 2012

Indie Exposure: Why's it so hard?

This article was featured as a guest post on Games Brief - the Business of Games

Last Friday I was at the incredible Bit of Alright, David Hayward's smorgasbord of indie delights, giving a talk about Indie Exposure. Self-publishing the Greedy Bankers games has taught me a lot of lessons, not least just how much time, energy and creative thinking I've needed to devote to PR and marketing. The problem I've had, particularly with the original iPhone release, is that while it's had a very positive response from those who have played it, getting into the hands of players has been a massive challenge.

In the next few blog posts I plan to discuss the issues involved: why it's so tough to get exposure for indie and mobile games, and my strategies for getting that coveted exposure. So without further ado, let's look at where these difficulties are coming from.

Growing Competition

There are increasingly many developers launching games into the indie space. The rise of free-to-access marketplaces with limited gatekeeping - the iOS and Android app stores, the web and portals such as Kongregate and Facebook - mean that it's never been easier to release a game. In fact, without this I probably wouldn't have been able to operate as a one-man studio at all.