Posts Tagged with "marketing"
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Highlights from "I spent 6 years developing a game in Rust and it just shipped, AMA"
I recently released Way of Rhea, a puzzle game that I’ve been working on in Rust since 2018. If you like games like Braid, Talos Principle, or Portal you’d probably enjoy it:
After launch I posted an AMA on r/rust_gamedev, and people asked a lot of great questions!
This write up contains curated highlights from the AMA, with some additional editing for clarity.
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Thoughts from GDC '23
Posting this a little late, but I had a great time at GDC this year! I got to catch up with a lot of people I don’t get to see very often, and meet a lot of new folks.
On top of that, a member of GUMBO won the IGF Grand Prize, and the Nuovo award, with his game Betrayal At Club Low. You should play it–Cosmo makes great games, and you don’t have to take my word for it this time what with the whole winning the IGF thing.
I’ve written up my personal takeaways from some of the talks I attended below.
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It's Not Survivorship Bias (Talk)
Hey everyone! I recently gave a talk at Handmade Seattle titled It’s Not Survivorship Bias - On Successful Software Endeavours on why some software projects find an audience and others don’t, with a focus on independent games.
I’m working on converting this talk into a blog post, in the meantime here are the recordings & slides!
Talk Annotations @ The Handmade Guide
Q&A Annotations @ The Handmade Guide
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Notes from the Q&A Sessions with Steam
I recently attended the Steam Q&A hosted by GamePlay Space, and I took a bunch of notes for myself. A few friends asked about the event, so I figured I’d just upload my notes somewhere I can share.
If you’d prefer to read a summary over the raw notes, Chris Zukowski put together some takeaways in his article “What does Valve say you should do to sell your game on Steam?”, and Simon Carless wrote some of his thoughts up in “The ‘mysterious’ Steam algorithm - not that scary?”.
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