Save $10 on The Inside Conference with coupon code MAKETHEGAME: www.progamemarketing.com/p/inside-conference?coupon_code=MAKETHEGAME Pick up a copy of How to Make a Video Game All By Yourself, the Amazon #1 bestseller: www.amazon.com/How-Make-Video-Game-Yourself/dp/1736576208/
At 2:40 mark I LMAO'd so loud and spit some danish on my screen that is the funniest most based reaction to his release 3 games a year statement. Love it.
Great video, Matt! thanks for putting in the effort :D I'm gonna bookmark 08:45 and send that to people who ask me if their game will be a commercial success before posting anything about anywhere.
Totally agree with the create the Steam page as early as possible - but there is a "too early" too. That example where they make 3 "game ideas" as Steam pages is really bad and I understand Steam strikes on that. Steam is a game store - it's not a social media or kickstarter. Players will loose fait in Steam if half the games they wishlist just disappears from the store and never releases - that's not what you expect and not why you wishlisted it. People should use kickstarter or similar for stuff like that. Really nice video - personally I have done a lot of things and apparently the right way with my game - however the translations of Steam pages, I would really like to have known before release, as I didn't do that until some months later as I recall, as I did it at the same time I actually put localization for the same languages in the actual game.
As I've found out, renting a single billboard, even screen-based one is surprisingly cheap, comparable to the cost of putting game on Steam in the first place. Of course, you probably wouldn't be able to afford all the billboards in a given city, but investing in few ones in the area with a huge foot traffic might be a good idea.
LOVE this video. I'm going to re-watch it later and share it to my Christian game dev group (CGDC) - just a community I'm a part of - with some summary notes. What I love is that this is practical, DOABLE stuff. The worst part is that some of these steps will cost money with no absolute certainty of a return on our investment (but that's game dev and marketing for ya!). Still, it's a great batch of info that I can see being absolutely rewarding in the longrun.
I'm hoping to find the time to edit more stuff but the full audio podcast is up here: podcasters.spotify.com/pod/show/make-the-game/episodes/Steam-Game-Marketing-GOLD-with-Chris-Zukowski-e246gk4
thanks very helpful video I will put to the test all what he mentioned and will update with a comment on my comment, wish list my game americas tower simulator guys :d
No, screw that. I'm not going to release tons of small games, I want to make fun games. Even if only one or two people will ever play and enjoy them, that's better than releasing 6 soulless games that I had no fun while making them. Ps.: Some of those advices are straight up toxic. Games are art. I don't want to treat them as money making scheme first.
Totally agree. Additionally, many indie games fail because they are developed in a very short time and have poor quality. Simply releasing more games doesn't solve anything.
I definitely think some of the advice is toxic, like Steam doesn't like pixel art platformers? Yeah, famous flops, Celeste and Super Meat Boy, apparently. If you want to make a pixel art platformer then who cares about markets? You'll make a better game if it's what you want to make. That said, the quality vs quantity thing is an interesting thing. Wheezy Waiter had some advice about that, that he thinks putting out quantity helps him build quality. Personally I've got prototypes that I wish I'd just get into a state they could be released, even as free games, just so I could get feedback and confidence in the process. Even if they're not fully finished or polished, they're just taking up space on my hard drive and in my mind wondering when I'll ever get around to them. Better to get them out and make them better later if I think they'll do well. That said I think the example of putting out a game every six months is not what a lot of people want to do, and with good reason. Especially if they're clones of each other. All my prototypes I mentioned are prototypes because they're experimental and different. Terry Cavanagh is a good example of someone that puts out quantity of experiments and turns the successful ones into full games.
you will learn the reality of game dev very quick learn to finish your games first if your want quality quantity doesn’t necessarily mean shovelware, just scope down, make projects that are achievable for a small team in a short time and you WILL be a better game dev for it start small, build a community, learn from your mistakes and then use that experience to make quality games without quantity you won’t have the experience to create quality spending years and all of your money on your dream project only for nobody to notice and being laden with mistakes release experience would have prevented is how most indies fail nowadays, and how devs leave the industry forever
@@OrdonWolf No one says i have to start making big dream projects. I have my own big dream project, but obviously I'm not ready for it. My first game I'm working on now is low on scope, and I use it only as means to learn gamedev, but I'm not intending to rush it. I still want to make something that's fun to play, and something I'd want to do.
@@Furebel neither did this video say you need to purposely make games that aren't fun if you say "i don't want to make small games, i want to make fun games" how else is one supposed to interpret that? it's fine to not rush it in principle, but believe me it's far easier to fall into the trap of delaying your first release indefinitely on the other hand game jams are a much more valuable learning experience (and many good games start as game jams)
Save $10 on The Inside Conference with coupon code MAKETHEGAME: www.progamemarketing.com/p/inside-conference?coupon_code=MAKETHEGAME
Pick up a copy of How to Make a Video Game All By Yourself, the Amazon #1 bestseller: www.amazon.com/How-Make-Video-Game-Yourself/dp/1736576208/
Im making a pixel art platformer! Wish me luck dudes lol
owarida
RIP
How did it go?
Love it cha
Good luck :P
At 2:40 mark I LMAO'd so loud and spit some danish on my screen that is the funniest most based reaction to his release 3 games a year statement. Love it.
Such a cool video! Thank you Ryan Gosling for sharing your knowledge with us!
Bruh, that’s literally me…
Extreme quality, yet super underrated channel! (still got recommended to me by YT - good sign for you, I guess)
That's so kind thank you. Welcome aboard!!
Great video, Matt! thanks for putting in the effort :D I'm gonna bookmark 08:45 and send that to people who ask me if their game will be a commercial success before posting anything about anywhere.
This was super informative!
You actually deserve SO MANY more subscribers!
Currently listening to the podcast, really great discussion!
Awesome! Thanks for listening.
This just randomly popped up in my feed and man am I glad it did.
I'm glad too. Huzzah YT feed! Welcome.
@@Valadria I listened to two of your podcasts while travelling, awesome content man, keep it up. 👍
wow great tips! I will definitely translate my steam page now!! Chris is a legend!!
Im so lucky to find this vid, making my first steam page atm. Thank you for the advice, going to have to translate to some asian languages :D
Totally agree with the create the Steam page as early as possible - but there is a "too early" too.
That example where they make 3 "game ideas" as Steam pages is really bad and I understand Steam strikes on that. Steam is a game store - it's not a social media or kickstarter.
Players will loose fait in Steam if half the games they wishlist just disappears from the store and never releases - that's not what you expect and not why you wishlisted it. People should use kickstarter or similar for stuff like that.
Really nice video - personally I have done a lot of things and apparently the right way with my game - however the translations of Steam pages, I would really like to have known before release, as I didn't do that until some months later as I recall, as I did it at the same time I actually put localization for the same languages in the actual game.
Absolutely fantastic - great work!
Not you talking yourself down in the on screen graphics 😂😂. Great chat tho
brilliant stuff will be listening to the podcast later
Amazing video man! Subscribed!
Very informative! Great video man. Earned a sub.
This was helpful, thank you
Thanks a lot for the tips guys !
Your thought pop-ups bubbles are awesome
Thank you for noticing hahaha I worked so hard on those 💬
helpful video, thanks!
Excellent video, very informative.
Really useful video, thanks !
Does the spotify version have video?
Great video!
How to do if you don't have 100 dollars to publish a game? Can we ask steam to take the 100 first generated dollars instead? Like a credit?
Probably not. You'd just have to post on some other platform or find a way to get $100.
@@tiacool7978 Then I guess the easiest is to find another platform, I don't have ways to find 100 $. But I know only steam and epic
amazing video ❤❤
chris is great. I watch others tips of him
As I've found out, renting a single billboard, even screen-based one is surprisingly cheap, comparable to the cost of putting game on Steam in the first place. Of course, you probably wouldn't be able to afford all the billboards in a given city, but investing in few ones in the area with a huge foot traffic might be a good idea.
Interesting! I never would have thought of a billboard, but now I want to investigate 'em.
What $$ are we talking about?
@@AlexGorskov Less than I've thought it costs. Don't remember exact amount and it varies by region for sure, plus probably since then it changed.
This was dope ❤
Damn, Ryan Gosling has great advice!
LOVE this video. I'm going to re-watch it later and share it to my Christian game dev group (CGDC) - just a community I'm a part of - with some summary notes.
What I love is that this is practical, DOABLE stuff. The worst part is that some of these steps will cost money with no absolute certainty of a return on our investment (but that's game dev and marketing for ya!). Still, it's a great batch of info that I can see being absolutely rewarding in the longrun.
Sick advice 😎
Will the full video be on UA-cam?
I'm hoping to find the time to edit more stuff but the full audio podcast is up here: podcasters.spotify.com/pod/show/make-the-game/episodes/Steam-Game-Marketing-GOLD-with-Chris-Zukowski-e246gk4
I found some magic right here!
big value!
Let's go!!
Three games a year? I'd be happy to release one game every three years ~
If you wanna survive Bilibili, treasure proper subtitles I can confirm it.
Honestly i think u should translate to the top most used languages. Like English Arabic Hindi Bangla Chinese Russian Spanish
nice
thanks very helpful video I will put to the test all what he mentioned and will update with a comment on my comment, wish list my game americas tower simulator guys :d
Wishlisted it :P Looks pretty good so far
@@schlawiner4218 thanks bro, appreciated! :D
At least I’m making a free pixel art platformer and it’s not for Steam
Bullshit. Make a good game. Period.
Definitely not the case.
No, screw that. I'm not going to release tons of small games, I want to make fun games. Even if only one or two people will ever play and enjoy them, that's better than releasing 6 soulless games that I had no fun while making them.
Ps.: Some of those advices are straight up toxic. Games are art. I don't want to treat them as money making scheme first.
Totally agree. Additionally, many indie games fail because they are developed in a very short time and have poor quality. Simply releasing more games doesn't solve anything.
I definitely think some of the advice is toxic, like Steam doesn't like pixel art platformers? Yeah, famous flops, Celeste and Super Meat Boy, apparently. If you want to make a pixel art platformer then who cares about markets? You'll make a better game if it's what you want to make.
That said, the quality vs quantity thing is an interesting thing. Wheezy Waiter had some advice about that, that he thinks putting out quantity helps him build quality. Personally I've got prototypes that I wish I'd just get into a state they could be released, even as free games, just so I could get feedback and confidence in the process. Even if they're not fully finished or polished, they're just taking up space on my hard drive and in my mind wondering when I'll ever get around to them. Better to get them out and make them better later if I think they'll do well.
That said I think the example of putting out a game every six months is not what a lot of people want to do, and with good reason. Especially if they're clones of each other. All my prototypes I mentioned are prototypes because they're experimental and different. Terry Cavanagh is a good example of someone that puts out quantity of experiments and turns the successful ones into full games.
you will learn the reality of game dev very quick
learn to finish your games first if your want quality
quantity doesn’t necessarily mean shovelware, just scope down, make projects that are achievable for a small team in a short time and you WILL be a better game dev for it
start small, build a community, learn from your mistakes and then use that experience to make quality games
without quantity you won’t have the experience to create quality
spending years and all of your money on your dream project only for nobody to notice and being laden with mistakes release experience would have prevented is how most indies fail nowadays, and how devs leave the industry forever
@@OrdonWolf No one says i have to start making big dream projects. I have my own big dream project, but obviously I'm not ready for it. My first game I'm working on now is low on scope, and I use it only as means to learn gamedev, but I'm not intending to rush it. I still want to make something that's fun to play, and something I'd want to do.
@@Furebel neither did this video say you need to purposely make games that aren't fun
if you say "i don't want to make small games, i want to make fun games" how else is one supposed to interpret that?
it's fine to not rush it in principle, but believe me it's far easier to fall into the trap of delaying your first release indefinitely
on the other hand game jams are a much more valuable learning experience (and many good games start as game jams)
So basically, the secret, basically, is to be independently wealthy before you start.
Garbage tips.
3 games per year