How I did Marketing for my game that sold $128k in one year |
- How I did Marketing for my game that sold $128k in one year
- I have a Youtube channel that I post instrumental music without copyright
- I feel like quitting (Rant)
- UE4 Advanced FPS Tutorial: #6 Interaction interface & pickup
- How to create your own sound effects on a budget
- How do you get into the game dev industry?
- Is it possible to find a job without a degree?
- The Importance of Planning Your Indie Game & Ignoring Terrible Feedback
- RUST and Lua
- What's the name for this technique for calculating acceleration/velocity/position?
- Some data about the state of translations on Steam that might be interesting for your project
- Have you made an educational game or one for social good in the past year?
- Here's a tutorial all about level of detail in Unity! Dynamically choose simpler meshes when rendering far away objects. It's great for open world games. Link in the comments
- Guesstimate for 50 top selling indie games on Steam in 2020
- Nintendo Switch testing?
- Is there a list or resource for best optimization practices in game development?
- Is a 10% launch discount still worth it?
- Any game artists looking for work, please research companies and their employees
- Opening a game dev studio in the UK
- What Music Should I Use For My Indie Horror Game?
- Dual-wielding weapons with different abilities
- Absolute noob here
- Machine Learning - StarCraft 2 Python AI
- Using the MetaHuman Facial Rig in UE | Unreal Engine
How I did Marketing for my game that sold $128k in one year Posted: 17 Feb 2021 08:44 AM PST Last week I posted here how my first game, Mortal Glory, had sold almost $130k in one year. The most asked question in that thread was some form of "how did you do marketing?". I gave a short answer on that, but I figured you might be interested in a longer answer also. So, in this post I will detail all the concrete steps I took to market my game and also give my opinion on if they were worth the time or not. Before we get into it, I'd also like to quickly mention that I only used $60 on marketing so this is all something anyone can do. I also made a video about this topic with the same info, if you prefer video format: https://www.youtube.com/watch?v=fvsI4BHSTHw Contacting Youtubers & Streamers This is what I consider the best way of doing marketing as an indie game developer. If I could only choose one type of marketing activity to do, it would be this one. 100%. I started doing it ~3 weeks before my release. You can do it either manually or through different services. Personally I did most of it manually. But on top of that I also paid 60 dollars for one month of premium membership on Woovit. This was the only money I used for marketing. I think that money was well-spent and using Woovit was very effective in reaching creators. That said, I still think reaching out to creators manually is the most effective way to do it. But the downside of that is that it is very time consuming. If you want to optimize your use of time, I would go with Woovit or some other similar service. I also tried the free versions of Keymailer and Indieboost. But I didn't find much success with them. I can't comment though how useful the paid versions of those sites would have been. Verdict: Highly recommended Contacting journalists Getting on the front page of a prominent gaming news site might have been THE wet dream for an indie game developer before. But with decreasing readership numbers and the rise of alternative sources for news and entertainment, the influence of both print and digital media has declined. Getting your game featured on one of the top sites will still give you a visibility boost, but the actual effect on sales might be disappointing if your expectations are not kept in check. You can find a few real-life examples in this article: https://medium.com/@DarthSouls/do-articles-on-pc-gamer-increase-sales-of-your-indie-game-polygon-kotaku-f6198fa5ac3b Contacting journalists and gaming sites is easy though so you should do it. But prepare for the likely outcome that you won't get a response back and even if they do decide to write about your game, you should not expect it to turn your game into a hit. My opinion is that you should rather prioritize contacting youtubers and streamers. You are more likely to get a response from them and it is likely to have a bigger impact on your sales. Around the time of release for my game, I personally contacted 16 publications of different sizes. 3 of them responded back and ended up featuring the game. Of those, 2 were quite small publications, but the third one was the biggest digital media site in my country. I just checked and the week they published that article, I got around 50 more sales from Finland than the week before that. So it did have an effect, but nothing earth shattering. Of course this was a general news site. The impact from a site dedicated to gaming is sure to be bigger. Verdict: Recommended, but not the highest priority. Setting up a Steam page Let's assume your game will be on Steam because well... most indie games are. When you have created a Steam page, Steam will occasionally show it to people who might be interested in your game. Those people might then wishlist your game. This is a passive boost on top of your other marketing efforts. You'll need to create a Steam page anyway to sell your game there so you get this extra marketing bonus without any additional effort. Having a Steam page also allows you to have a place you can direct potential customers to and where they can express their interest towards your game through wishlisting. So you should get your Steam page up ASAP to start utilizing these benefits. Verdict: Top priority Press release distribution sites After I released my game, I sent a press release through prlog.org and gamespress.com. From what I can tell, it's a waste of time. At least if you are an unknown indie game. It doesn't take much time though so maybe you could try writing a really creative off-the-wall press release and see if somebody jumps on it. But I would recommend saving your time for something else. Sending your press release directly to journalists is probably much more effective. Verdict: Not recommended Posting on Twitter is probably the most commonly used marketing method by indie developers. By using hashtags such as #IndieGames and #IndieDev, you can get your post in front of potential customers and people with similar interests. With Twitter, there's potential for great marketing success with relatively low effort. Twitter is best suited for quick-to-consume content like gifs. You can use tools like ezgif to quickly churn out gifs of your game and then keep dropping them on Twitter from time to time. But honestly, I feel like Twitter is better at reaching your current customers than new customers. Also, most of the people liking your tweets are usually fellow developers instead of your target audience, the players. But still, using twitter is so easy that there's no reason not to give it a try. I started posting gifs on Twitter as soon as I had my Steam page up (~7 months before release). I think Twitter has had a positive effect on the popularity of my game, but overall I think the effect has been quite small. My game isn't really that visually engaging though so I wasn't really expecting my gifs to go viral. Verdict: Recommended. Reddit is the best at turning hobbies into careers. It's not hard to find people who have had their lives changed overnight by a viral reddit post reaching the front page. Posting on Reddit can be a bit tricky though. You will need to maneuver varying subreddit rules, over-zealous automoderators and idealistic guidelines on self-promotion. After all this, many times your posts will get zero traction. When posting on Reddit, you really want to avoid sounding like you're doing marketing as that is the easiest way to ensure that the only traction your post will get is that one single downvote, leading to your post getting buried with minimal visibility. But I would advise for you to experiment with Reddit. Even if most of your posts end up with 0 upvotes, the potential upside is worth the effort. The best way to use Reddit is to become part of the community. This will allow you to get a good feel for the place and what kind of posts get visibility. I posted on Reddit now and then during my development, but overall quite rarely. I would have liked to post more but I always felt like I had nothing interesting to share. For me, I would say Reddit didn't have any effect on my game pre-release but has had a positive effect on it after release, thanks to few successful posts. Verdict: Recommended. Imgur Imgur is like a visual, more light-hearted version of Reddit. If your game has good gif potential, you'll probably do fairly well on Imgur. I have a funny personal story about Imgur. When I released my game and it started trending on Steam, I decided I would make a quick reddit post about it to share my excitement. Back then I didn't realize I could upload my pictures straight to Reddit so I figured I'll go upload them to Imgur. Just so I could have an image album somewhere that I could then post on Reddit. I wasn't very familiar with Imgur so I just quickly filled the details and submitted the post. My Reddit post ended up doing very poorly. But… The Imgur post that I was going to use just as a means to an end… It ended up going viral on the site and it gathered over one hundred thousand views. Wow. Talk about unexpected. My game was already doing great at that point, but I'm sure I got some nice extra traction from just that one Imgur post. During development I posted very rarely on Imgur (for the same reason as Reddit) so I don't think Imgur had a big effect on my game pre-release. But post-release is a different story thanks to just that one viral post. Verdict: Recommended. Tumblr I tried it, but I didn't get it. I think my problem was that I tried it with the minimal effort approach by just posting gifs there like I would on Twitter or Imgur. I later read somewhere that Tumblr is more used for short-form blog-style content. But I haven't heard of any major marketing successes with Tumblr in regards to Indie games. To me it seems like the community there in general doesn't seem that interested in indie games. Maybe someone can prove me wrong on that. But based on my personal experience, my recommendation would be to skip Tumblr. Verdict: Not recommended. Mailing list As I see it, this is more for enabling future marketing. Setting up a mailing list with services like mailchimp is easy and free. Mailing lists can be a great way to reach your most loyal fans and they are considered a very effective form of marketing by many. But on the flip side, expanding your mailing list and producing content for it can be a lot of work. Unless producing written content is your strong suit. If you are just making your first game, I wouldn't stress about creating a mailing list. Maybe if you have a spare evening at some point, you could create a simple mailing list and slap the form on your website. But aside from a few die-hard fans, you won't get many people to join your list unless you have something to offer them. Google for "Lead Magnet" if you want to get ideas for this. Personally I have a mailing list for my studio and on my website there's a short form to join it. When I was about to release my DLC, I had a giveaway which resulted in almost a hundred people joining the list. But otherwise I haven't pushed it anywhere and only a few people join it now and then. I haven't used the list much so far. I did send a notification about the DLC release and I did use it to share Mortal Glory comics that a friend of mine made. But nothing else yet. So marketing-wise I would say the impact has been very minimal, but I definitely do see the long-term potential in it. Verdict: Recommended, but not a priority. TL;DR Make a Steam page asap, post on social media and get youtubers to play your game. I consider those to be the most effective forms of marketing for indie game developers. And best of all, they can all be done for free. As a final note, I would like to say that I am not a marketing guru and all of my opinions are based on my own experiences. I would love to hear if you disagree with something or if you have had some great successes with something that I didn't include in this list! [link] [comments] | ||
I have a Youtube channel that I post instrumental music without copyright Posted: 17 Feb 2021 06:52 AM PST
| ||
Posted: 17 Feb 2021 05:43 AM PST Long, ranty post warning. I don't know if I'm really looking for any advice or anything, but seriously need to vent a little. I feel like quitting. Game development is my passion, and I've been pursuing it for the better part of six years. It's one of the only things that's ever actually felt fulfilling, and it's the only way I'm able to find any self-worth. It's how I express myself, my thoughts, my feelings, my ideas - I've always liked to think that my projects are an extension of myself. Even if not all of them are great, they're a window into my life at the time I created them. Watching other people play my games and laugh, or smile, or just enjoy themselves for a couple of minutes was something that genuinely made me happy. A couple years back, I was constantly just making things. They weren't all great, but I was happy with them. It was a creative outlet. I could just make something, and I didn't care if it sucked, or if it was stupid. I just made things and enjoyed it. Fast forward to now, and on paper, things are looking brighter than ever. I've had some pretty large YouTubers play my projects, I've had the chance to meet and work with some amazing people, and I'm working on a passion project I truly believe in. So if everything seems to be going so well, why do I feel like giving up so badly? The passion I have for game development is slowly burning out. I still want to make games, it's the only thing I could ever see myself doing, but it's become so much harder. Everything has to be perfect. Everything has to have some deep, meaningful purpose behind it. I feel like I'm losing my creativity, and it's the worst feeling in the world. I can't come up with ideas anymore - I don't even mean good ideas, but just ideas in general. I literally can't even come up with ideas at all - it's like any ability I had to create things has completely left me. If there's a game design equivalent to writer's block, I've got it worse than I thought was even possible. I used to love game jams so much - I'd do one pretty much every week, usually spending no more than a day or two just to whip up something fun based around whatever theme was presented. Now I just overthink everything - the last three or four jams I've entered, I dropped out of because I either couldn't even come up with a basic game idea, or I couldn't find the motivation to get started. Where the hell did that energy, love, and passion go that I used to be able to pour into everything? It's so hard because this is something I've completely rooted my self-worth into - making games is one of the only things I have that makes me feel at least somewhat whole, and I feel like I'm losing that. The one outlet I have, the one way I know how to express myself, the one way I know how to not feel worthless, and I feel like it's fading away. Everything feels so forced and uninspired now - I'm no longer making things out of passion and creativity, the things I make are being manufactured because I'm forcing myself to create. I just want that creativity back, and the fulfillment I found with it. "Maybe it's just burn out. Maybe I just need a break. That's what it is. I'll just take a break, and I'll come back refreshed, and reinvigorated, and filled to the brim with new ideas, and I'll be happy." But it doesn't matter how many breaks I take or how long they are. I can stop for days, weeks, or months, but it's always still the same. I can hardly find the energy to start a project or work on the ones that are already in progress. And the ironic thing is, any second I spend away from working on something, I feel like I'm wasting. I can't even enjoy anything anymore. I can't sit down and play video games or watch TV or chat with friends without the constant nagging feeling telling me I need to be working on something right now. Like, "You can't be gaming right now, you need to be getting work done. You can't be watching TV. You can't be spending time with my family. You can't be happy, at all, ever, unless you're working on something. Even then, you don't have the creativity or the energy to make anything anymore. Look at all the time you're wasting. You're going to fail and it's your fault. You believe in your projects, you believe you can be successful, but it's never going to happen because you keep getting in your own way. You're your own problem. Whatever happens, it's your fault." It's so, so exhausting. If I'm going to be unhappy any waking moment I'm not spending on a project, why do I have to dread working just as much? I still love game development so much, I'm still so passionate about it and it's still the only thing that makes me feel at least kind of not useless, but most days I don't even have the energy to open up my project. It's such a terrible feeling, because I want to work on it. I want to make things again. I want to be creative, I want to make more games - I want it more than anything in the world, but it's breaking me. The worst part is that I know I can do it. I know I have the skill and knowledge to complete any of my project I want. The only thing holding me back is me. I'm terrified I'll never reach my goals and it won't be because I couldn't, but because I just couldn't pull together the courage and motivation. If I can even find the energy to open my project, most of my time is spent just staring at the screen. What, is the game just supposed to make itself? I just sit there staring at the blank screen like I'm waiting for something to happen. Any minute now. It'll happen any moment. I'll have an idea. I'll feel a sudden burst of inspiration. It'll just take a second, right? The moment never comes. I continue to just sit there and stare, sometimes just working on insanely small things just so I can feel like I'm making progress, even if I'm doing no more than just swapping out a texture here and there, just so I can feel a little better about myself. "Why can't you come up with ideas? Why do you have to overthink everything? Why is it so hard for you to just make something and be happy with it? You haven't touched your project in months, and the few times you had, you spent hours doing practically nothing. The few times you're actually able to make anything anymore, it's never good enough. It isn't meaningful. It has no purpose. It isn't creative or unique. You're not good enough anymore. The one thing that helps alleviate your deep self-hatred and unhappiness and you can't even do that right. You really are worthless, aren't you?" I feel like giving up, and it tears me apart. The thing I love most is becoming a chore. I'm barely sleeping at night. My health is declining. My outlet isn't working anymore, and I'm watching it die right in front of me. [link] [comments] | ||
UE4 Advanced FPS Tutorial: #6 Interaction interface & pickup Posted: 17 Feb 2021 01:11 AM PST
| ||
How to create your own sound effects on a budget Posted: 17 Feb 2021 07:10 AM PST I put together a few tutorial videos on how to create your own sound effects for games while on a budget. In these videos I go through my process of brainstorming, recording, layering and editing with audio effects. Creating Heal Sounds: Creating Attack Ability Sounds: Creating Portal Sounds: Creating Gun Shots: Creating Laser Sounds: Creating Explosions: [link] [comments] | ||
How do you get into the game dev industry? Posted: 16 Feb 2021 01:34 PM PST I'm a semi-fresh CS bachelors graduate, I've been working full time as a software dev for a year now. I've been trying to work on side projects outside of work hours but it's exhausting. When I clock out at 5 at the end of the day most days I don't have it in me to keep working on something just as laborious. I'm trying to build a portfolio to have actual game dev experience since the work I do at my current job isn't transferable to game programming. There's a master's program offered in my area for game dev but sometimes I wonder if it's worth the cost. I just want to break into this industry and it seems like there's a high barrier I can't climb over despite the hours I put in to improve myself. Edit: I'm aware of the difference between game programming and game design, excuse my use of the terms interchangeably. [link] [comments] | ||
Is it possible to find a job without a degree? Posted: 17 Feb 2021 08:45 AM PST I used to study something completely unrelated but after two years decided to follow my dreams and learn gamedev. After i finished a class in udemy about unity i started developing my own projects. each one has the purpose of practicing and learning. I started with a simple quiz game, and a game using ai. Now i am building a card game. I believe that i now have a better understanding of how everything works ( i still have much to learn) and it got me thinking. Assuming that i keep on building small projects and create a good portfolio, is it possible to find a job as a game developer without a degree? I am not ready for that yet but i have seen some job descriptions and the requirements are just too much. [link] [comments] | ||
The Importance of Planning Your Indie Game & Ignoring Terrible Feedback Posted: 17 Feb 2021 06:47 AM PST
| ||
Posted: 17 Feb 2021 03:21 AM PST For learning purposes Im thinking about starting a project to write a game server where engine will be written in RUST. As an inspiration and example project I got one open-source game server written in C++ and heavy scripted in Lua. In the result I want to achieve the same game server but core should be working in RUST As initial idea I'd like to rewrite the server to RUST and connect it to already existing Lua scripts. But before I start any work I'd like to get some knowledge about it.
[link] [comments] | ||
What's the name for this technique for calculating acceleration/velocity/position? Posted: 17 Feb 2021 12:36 PM PST I remember reading a long time ago that you should calculate the change in velocity, add half of it before calculating the new position, then add the other half to the velocity. This makes the approximation closer to actual integration of the mathematical trajectory, if I recall correctly. So instead of: You do: I'd like to know what this technique is named so I can learn more about it. Does anybody know it? Thanks! [link] [comments] | ||
Some data about the state of translations on Steam that might be interesting for your project Posted: 17 Feb 2021 07:17 AM PST Hey guys, every couple of months I look at the Steam Hardware Software survey and collect some data and think about which translations would be a good idea if I release a bigger game. Steam has introduced a message (I don't know if this is recent or years ago) to notify users if the game they are looking at, isn't supporting their language. But not for all of them. I tested this with an English only game (I just picked the first cheap indie game that had only one language supported). Below you see the data of January 2021 from the steam hardware and software survey and +/#. When I look at a Steam page with another language than English sometimes the message that my language isn't supported pops up, sometimes not - if the message is there, I put a + behind the language. If not a #. Simplified Chinese (17.93%) + Traditional Chinese (1.1%) + Japanese (1.56%) + Korean (1.93%) + Thai (0.98%) + Bulgarian (0.05%) + Czech (0.66%) + Spanish EU (5.54) + Spanish LA (0.31%) + French (2.89%) + Italian (0.91%) + Hungarian (0.39%) + Polish (2.21%) + Portuguese EU (0.58%) + Portuguese BR (3.63%) + Romanian (0.19%) + Russian (11.79%) + Turkish (2.12%) + Vietnamese (0.08%) + Ukrainian (0.17%) + Greek (0.12%) # why? Danish (0.33%) # German (4.07%) # Dutch (0.37%) # Norwegian (0.16%) # Finnish (0.22%) # Swedish (0.40%) # English (39.31%) # obviously Arabic (0.0%) ? From the languages that have a # all are more or less in the same character set (except Greek which seems weird because there is no message but maybe the English of Greek people is awesome or it's an oversight of Steam). These languages are not important to translate into - except German (and maybe Greek). In Germany the English especially in the younger generations isn't perfect but better than in many other European countries. But if you have a game in a genre that is enjoyed a lot by Germans, I would translate it into that language. These genres are: Simulation games, Western Strategy games, WRPGs (and some more I don't know of). Swedish, Finnish, Dutch, Danish aren't necessary to translate - they most likely speak either English or German (at least in the Netherlands). From all the 29 languages we can exempt 4. 25 left and minus English, it's "only" 24. This is the pool where I would personally choose from. I would also not translate into Arabic because it doesn't seem like it is often used on Steam. But Witcher 3 is translated in Arabic, so maybe it makes sense. In February 2021 Steam reached a new peak of concurrent users of over 26 million users. Obviously the number of total active users is a lot higher and you can also release your game on multiple store fronts but for simplicity we just round it to 25 million. If you only have English, you'll maybe reach half of these people. So translation is important. If you translate into Japanese which is "only" 1.56% this is still 390000 people. That's huge. And these guys don't have as many games to choose from in their language. If you speak a language natively that has only a small percentage still make a translation available. Even if it is Bulgarian this is still at least 12500 people and there are only 858 games translated into that language instead of 48688 games overall on Steam (as of today). Vietnamese has 695 games and 0.08% of users. About a couple of languages: The Steam docs say that most return on investment will likely be a language that just doesn't use English characters. So Japanese, Korean, Simplefied Chinese, Russian will likely be good ideas. There are also a lot of Chinese speaking/reading people outside of China - even if Steam China completely fails, there is still a market. Italian is also interesting because it seems they publish a lot of news articles and it's more likely to get covered there if you really want a bit more PR. If you Brazilian Portuguese you should be able to cheaply translate it into Portuguese since like 70% is identical. The same goes for the both Spanishes afaik. But I dunno if it is worth it. You can get some extra Polish players covered without Polish when you translate into Russian (especially for older generations this was taught in school) and German (there are a couple of Polish people who work in Germany or worked somewhen in Germany). But both together may only cover like 2-3% of the Polish gamers. Russian, Spanish and Brazilian Portuguese will get you more copies sold but these copies are often a lot cheaper. I personally will go for EGSSPP for my next game - English, German, Spanish, Spanish, Portuguese, Portuguese. The reason for this is mostly I know the translators a little bit and can at least read a little bit in all the languages. This is obviously not the best idea and I wouldn't recommend it. If I would do another language it would be Chinese, Russian and French. Interesting Sidenote: Of the 29 languages that are supported (the official documentation says 26, but if you count the languages, it's 29 (or 26 if you don't count chinese, spanish and portuguese double)) you can only change 28 in the web client - arabic is not available, that's the reason why there is a ?. Sources Watched a lot of talks/personal experience but also concrete sources https://store.steampowered.com/hwsurvey Games I tested the message: https://store.steampowered.com/app/322330/Dont_Starve_Together/https://store.steampowered.com/app/1060310/Great_Toilet_Simulator/ (I just picked two quickly) The Information about Italian press publishing more is from a talk of Thomas Reisenegger - I dunno which. [link] [comments] | ||
Have you made an educational game or one for social good in the past year? Posted: 17 Feb 2021 12:12 PM PST The Games for Change 2021 Festival is looking for award nominations for your educational or social good games! I'm just an intern, but I'll post the blurb here if anyone is interested in nominating their game (it's free)! Indie is welcome! If you've been considering submitting to the 2021 Games for Change Awards you're in luck-- you now have until February 19th at 11:59 EDT! Games and XR experiences released between January 1, 2020 and March 31, 2021 are eligible to apply for one or more of the six award categories. Through a rigorous evaluation process by industry professionals, four finalists will be chosen in each category and shine on #G4C2021's biggest night, the live G4C Awards Ceremony. Learn more and submit your game now! https://g4cawards.secure-platform.com/a [link] [comments] | ||
Posted: 17 Feb 2021 09:29 AM PST
| ||
Guesstimate for 50 top selling indie games on Steam in 2020 Posted: 16 Feb 2021 06:46 PM PST https://50bestsellingindiegames.netlify.app/ Context: I looked around a bit for this data and couldn't find it, so I used a tiny bit of my web dev skills coupled with I created the quick site because it was the easiest way I found to publish a html file (sorry, I'm too lazy to type it out for you guys). Enjoy. [link] [comments] | ||
Posted: 17 Feb 2021 09:17 AM PST Alright, hear me out. I'm currently working in QA on an indie gamedev company which is currently planning on developing a switch game. We've already got approved by Nintendo and etc, but to us (QA department) no info has been given about the project itself, so I'm wondering, how does Nintendo Switch developing and testing works? Do we all get Switch devices to test o we need to do it with the dev kit? Thanks in advance! [link] [comments] | ||
Is there a list or resource for best optimization practices in game development? Posted: 17 Feb 2021 09:12 AM PST Im getting some serious chugging in my Godot game right now, which is my fault. I'm rendering way too many nodes. I know I can skip rendering a lot of them if they aren't in view, but was wondering if there's anything else? Like, I know that in some cases, you keep the original state in memory and track the changes to save memory, then "commit" them when saving. But I can't find any resources on this or good examples of an implementation, or even what this is actually called. Do you guys have any tips or know of any collections of things to consider for optimizing games? Maybe with some examples and solutions? [link] [comments] | ||
Is a 10% launch discount still worth it? Posted: 17 Feb 2021 12:53 PM PST I'm planning on selling my game for 5$, but I can't decide whether I should apply a 10% launch discount or not. Is it worth it? My friend told me that a 10% launch discount wouldn't tip him with a cheaper game like mine, only with more expensive ones. What do you think? :) [link] [comments] | ||
Any game artists looking for work, please research companies and their employees Posted: 17 Feb 2021 12:51 PM PST So I've been looking for work since April after getting laid off from covid and I've made the mistake of letting companies take advantage of me several times. One of them had an absurd art test with intentionally vague instructions, to see what I would prioritize apparently? Anyway, I got rejected with no feedback, nbd, it certainly wasn't the first time. So fast forward 6 months or so and they want to interview me again but this time I check all of their employees on linkedin and I'm noticing a trend...almost their entire art team graduated from the same art school (about 8 out of 10), including their own art director. Now idk if its just me but it seems like their hiring practices are incredibly biased and I'm being used to fill an interview quota? Needless to say I'm certainly not letting them waste my time twice. Please be aware who you're applying for, I wish art tests didn't exist but sadly they do. I'm not gonna put this place on blast, the most I will say is that they do arch vis in UE4. I apologize if I'm not allowed to post this here, I figured its relevant because it is a company that works with a game engine and does hire game artists. A lot of people are desperate for work right now and there's a lot of companies and scammers out there trying to waste your time. [link] [comments] | ||
Opening a game dev studio in the UK Posted: 17 Feb 2021 12:48 PM PST I'm in the fortunate position of beginning the process of setting up a studio in the UK because of my games growth. I have done a lot of research into popular places for game studios but I would be curious to hear this subreddits opinion on the best place to start a small studio. Things I have been considering regionally are; Office prices Employee salaries Local game development prestige I'm also not sure whether to consider local talent as a factor as some people are saying that people will move wherever for jobs while others are saying that you will find better people if you go to where the talent is. Places I've shortlisted are; Manchester Guildford London But obviously this list is not fixed Look forward to hearing what you guys think, Thanks! [link] [comments] | ||
What Music Should I Use For My Indie Horror Game? Posted: 17 Feb 2021 12:46 PM PST Hey everybody! Recently I have been working on a small horror project, a point and click type horror game. One of the aspects is that you have to play a casset tape in a Walkman that you have to keep your sanity, but I have absolutely no clue what song I should use for it! Do you all have any suggestions Clarifying points : I have not a single clue when the game takes place, and the games setting is a dark forest. there is lore in it, but at the moment its very little, and I'm not going to focus on it that much [link] [comments] | ||
Dual-wielding weapons with different abilities Posted: 17 Feb 2021 12:46 PM PST I'm developing a game where you can use, for example, a sword in your main hand and a wand in your offhand. You can also use two swords (one in each hand). Since the main hand weapon has a set of abilities that should be used in a certain order/priority to deal as much damage as possible (like in many MMORPGs), you are already fully focused on that when attacking an enemy. I can't just add extra abilities since that would be much more complicated to use compared to just two swords with one set of abilities. So almost no one would actually use it. If it did more damage, there would be an incentive to use it, but then no one would use bows or two-handed staffs, at least at higher difficulty levels where damage/healing matters. My idea would be to have some sort of auto-attack for the offhand abilities, with a separate global cooldown. This sounds kinda boring, though... Do you have any ideas? Thank you very much and have a nice day! [link] [comments] | ||
Posted: 17 Feb 2021 12:09 PM PST Hi guys, I've taken HUGE interest in game dev lately and want to pursue it further. I'm currently learning basics of C++, because it showed as the best language for game making, and would like to know what are the things I really, as in REALLY need to learn to help my self- educating journey. PLEASE HELP ME [link] [comments] | ||
Machine Learning - StarCraft 2 Python AI Posted: 17 Feb 2021 12:04 PM PST
| ||
Using the MetaHuman Facial Rig in UE | Unreal Engine Posted: 17 Feb 2021 11:59 AM PST
|
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment