A story about how tags are important on Steam! |
- A story about how tags are important on Steam!
- Time spent doing gamedev is never wasted time
- I made a video about colourblind modes and how they need work. Also some tips from a colourblind perspective.
- "This Is How They Get Away With It:" Former NetherRealm Studios Contract Devs Reveal a Troubling Studio Culture
- Daz3D to Unity: Part 2 Exporting from Daz3D and Importing to Unity
- Yahtzee Croshaw of Zero Punctuation to present limited series documenting his progress as he aims to create 12 new games in 12 months.
- How Slay the Spire’s Original Interface Almost Killed the Game | War Stories | Ars Technica
- Babylon.js 4.0 has officially been released, this version of Babylon.js is a major step forward in one of the world’s leading WebGL-based graphics engines
- How to post HD gameplay videos to Twitter?
- The making of Dead Cells (English Subtitles)
- How did you go with creating stories and designs for games
- I make ambient/soundtrack style piano orientated music - I’d be happy to make some for your game if you think it suits :)
- Lovecraft meets Majora's Mask and Sunless Sea - Gameplay Trailer
- Gamasutra - How an injured dev learned to make games without using his hands
- Recommendation of a good UI font? Modern/Futuristic/Digital
- Ubisoft is trying to wipe out key reselling with 'silent key activation'
- Some game music!
- Looking for character lists per language for selective font glyph localization
- Questions about marketing yourself online and posting devlogs
- I want your opinions on horror games, and about a game.
- Question about AD impression limit per user.
- Any recommendations on software for creating pixel art?
A story about how tags are important on Steam! Posted: 02 May 2019 04:57 AM PDT Hey guys, I am working on the marketing/communication for Shattered - tale of the Forgotten King. We released our steam page last week. One thing we paid attention to was our tags. And I will prove to you how important it can be. Before we launched our Steam page, I did a list of similar/concurrent games. Our goal was to appear on the "Other game like this" part on the steam page of these games. I listed all the top 20 tags for all these games and when it was done, I chose the tags we would like to apply to Shattered. It was a mix of the most used tags among our competitors/tags which apply to our game/ and mix between most popular tags on steam but also less popular tags (steam doesn't like if you only have popular tags). The day after our launch, we were on the other product page we wanted to, including Dark Souls remastered - Dark Souls III - Dark Souls II: Scholar of the first sin - Dark Souls Prepare to Die Edition - Nioh Complete Edition - Dark Souls II - Sekiro Shadow Die twice - Death's gambit and Ashen! Pretty big names, hu? I don't know exactly how the Steam algorithm is working. What it's sure is tags are really important. We didn't get so much external traffic on our launch: 1K from external websites and 1K thanks to the direct search on steam, which is nice but it's a normal achievable number. We also get a nice amount on wishlist on the first day (almost 1K) and a nice CTR (14.68% on "Other Product page", including 3.92% on "More Like This"). The last week, 60% of our total visits are coming from these "More Like this" sections (other product page + packages pages). We have 500 wishlists per day, mainly thanks to this exposure. When you are launching your steam page, make sure to think about the tags :) [link] [comments] |
Time spent doing gamedev is never wasted time Posted: 02 May 2019 08:01 AM PDT Yesterday I launched my game. I spent over 500 hours working on this game, and even though the game is free with no monetization whatsoever, I don't feel as though my time was wasted. I learnt a ton about making games, promoting games, and myself during the process. I hope tons of people try my game and love it, but even if they don't I still feel as though it was a success. Soon I will post a post-mortem detailing what I learnt throughout the process among other things, but for now I wanted to make this post to remind fellow developers who may be doubting themselves (as I did many times) that time spent doing gamedev is never wasted time. There is always something to learn, especially when you fail. [link] [comments] |
Posted: 02 May 2019 12:51 AM PDT |
Posted: 02 May 2019 09:41 AM PDT |
Daz3D to Unity: Part 2 Exporting from Daz3D and Importing to Unity Posted: 02 May 2019 09:04 AM PDT |
Posted: 02 May 2019 09:58 AM PDT |
How Slay the Spire’s Original Interface Almost Killed the Game | War Stories | Ars Technica Posted: 02 May 2019 08:20 AM PDT |
Posted: 02 May 2019 07:40 AM PDT |
How to post HD gameplay videos to Twitter? Posted: 02 May 2019 09:53 AM PDT I have spent the last two hours trying to figure out how to post my gameplay videos on twitter with no success. I am recording with OBS at 1920x1080 60fps. However when I upload the videos to twitter they get downsized to shit. Im talkin like max 120p. However I am able to post some other videos just fine. I even tried taking a screen recording of the video on my phone but i get the same results. I get if they need to lower the resolution some to make it fit the requirements but I can hardly seem my characters its so blurry. Anyone have suggestions? I see plently of other gameplay videos on twitter than aren't super blurry so i know it is possible. [link] [comments] |
The making of Dead Cells (English Subtitles) Posted: 02 May 2019 10:50 AM PDT |
How did you go with creating stories and designs for games Posted: 02 May 2019 07:11 AM PDT Hi! I'm a senior in high school, and I have to do a project on developing and producing video games. Im mainly focusing on developing a storyline and art for a game. I also have to create a small game to show what I learned. I was just wondering what made people choose the stories and art they chose for a game they made. Thanks in advance! [link] [comments] |
Posted: 02 May 2019 01:07 AM PDT My music is mainly piano based and heavily inspired by JRPG's (I.e final fantasy), I'll link a sample of my work here: Let me know if you think this sorta music suits your game :) [link] [comments] |
Lovecraft meets Majora's Mask and Sunless Sea - Gameplay Trailer Posted: 02 May 2019 11:08 AM PDT |
Gamasutra - How an injured dev learned to make games without using his hands Posted: 01 May 2019 10:10 PM PDT |
Recommendation of a good UI font? Modern/Futuristic/Digital Posted: 02 May 2019 08:41 AM PDT Hey guys, As the title suggests, I'm in search for a good font that will match the texture of our game. Currently we have a futuristic scene setting and mood. Think Halo/Matrix/Minority Report. If anyone can suggest some interstellar typeface that could hit the nail on the head I will love you forever! :) [link] [comments] |
Ubisoft is trying to wipe out key reselling with 'silent key activation' Posted: 02 May 2019 12:02 PM PDT |
Posted: 02 May 2019 08:04 AM PDT Hi! I am Arcadnis and I work as a composer in young developer team, Alrauna Studio. I would like to share a piece of the soundtrack I am making - I hope you enjoy it :) I also want to invite you to check out my YouTube channel (@Arcadnis) for more game (and non-game) music and to have some nice talk! Here is the link: https://www.youtube.com/watch?v=v_kjaDByivM Take care and let the music resound! :) [link] [comments] |
Looking for character lists per language for selective font glyph localization Posted: 02 May 2019 11:31 AM PDT Anyone know if there are any lists maintained of most common characters used in each language? I want to select glyphs from fonts which are only commonly used (that people would use to chat with), not whole fonts. [link] [comments] |
Questions about marketing yourself online and posting devlogs Posted: 02 May 2019 11:25 AM PDT Hello! So lately I've been in the grind of things and have been slowly gaining confidence on the small games I've been making. These are few month endeavors with a smaller scope so nothing crazy, but I'd still love to show them off. I've been thinking about making my online persona for quite a while now with an alias and all. This was until I talked to one of my mentors who strongly advised against this. He said that I should post my work under my real name without worry about revealing who I was irl. That brings the question, should I post my gamedev stuff on my personal instagram and twitter? I feel like it is a lot less jarring to use an alias because you feel that people that judge you, don't do it personally. Another question I had was with devlogs and perhaps other expository pieces related to games/gamedev. I was debating where I could write and post these. Quite frankly I was thinking of posting these to the instagram page as well but don't really know my other options. I feel like if I used a personal website, it would be more difficult to get it exposed. Any advice for this marketing noobie is appreciated! Thanks. [link] [comments] |
I want your opinions on horror games, and about a game. Posted: 02 May 2019 11:19 AM PDT So i'm going to be a solo game dev probably working on the UE4, trying to create a FPS horror game. I don't want to get in details with my game now, but do want to discuss with some of you about a few games on that genre! My 2 favourite Horror games are the Amnesia series and Outlast series. I LOVE amnesia, it has beautiful design with ambience, scary atmispheres, it has everything. I especially love this game more because of the custom stories, some peopel really could make their own stuff aswell! Even I tried it myselg and my god that engine is so easy and free to use, it feels like you're placing puzzle parts and there is a high percentage chance of it working. Outlast on the other hand, I freaking love everything about this game from the movement to the camera's nightvision, I love EVERYTHING about it. I especially love the fact that it's so 'traumatizing' looking no matter where you are and tbh I kinda dislike it a bit but that makes it outlast, In amnesia you have parts where you enter some blue colored area with chilling sound, outlast on the other hand never has this, in both outlast 1 and the dlc everywhere is just gritty, dark, 'hatefull' looking which makes the game a masterpiece tbh. The more I went into the horror game development thinking tho, the more I realized how outlast kinda does something that I completely dislike. i hate the fact that the camera is a necassity to you because somehow everywhere in that game. It's dark. Amnesia has the same thing but it balances with alot of candles, this and that.m I want your opinions about it, what do you think of those games, and if someone was making a new horror game, what would you LOVE to be taken from These and what would you love to be 'not' come back from those games? I could ask this same question to the outlast players but I think there is a huge difference between people playing the game, and people making them, so i'm veey curious for what you guys have to say about it! [link] [comments] |
Question about AD impression limit per user. Posted: 02 May 2019 02:27 AM PDT Hello, so i was making my first game and someone told me to have maximum 4 daily AD impressions for each user. I didn't manage to find a reason for that, can someone explain this? Update: From the discussion I see that the closest possible reason to have restricted amount of daily AD impressions is to have good App reputation with provider(s). Strange why it is a bit hard to find out about this. [link] [comments] |
Any recommendations on software for creating pixel art? Posted: 02 May 2019 10:56 AM PDT My brother is the artist in my team, but his main work is on the 3D assets. I'm very creative, but not a practiced artist. What would be a good program and any resources to start working on some pixel art? I'm not expecting to be a pro right away, but I would like some guidance on where to start. [link] [comments] |
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