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    Wednesday, September 1, 2021

    New Article: Indie games make up 40% of all units sold on Steam

    New Article: Indie games make up 40% of all units sold on Steam


    New Article: Indie games make up 40% of all units sold on Steam

    Posted: 01 Sep 2021 03:57 AM PDT

    Hi all,

    We've done a small piece of analysis on over 60,000 games on Steam and this time we looked into the mix of games based on publisher types.

    This article lays out how important indie games are to the Steam ecosystem. The aim is to show what proportion of Steam games, unit sales and active players can be accounted to indie games VS large development studios.

    Short summary:

    • Vast majority of Steam games are indie games (96%), but not all of them are shovelware. There are tens of thousands of well crafted indie games on Steam.
    • Indie segment of the PC game development market is large - 40% of units sold and almost 30% of revenue.
    • Even though indies sell 40% of the games on Steam, they only have 30% of the active user base. Large studios still entice people to play for longer (no wonder, given the large open world RPGs and popular MMOs where people spend 100s if not 1,000s of hours)

    Full article (& graph): https://vginsights.com/insights/article/indie-games-make-up-40-of-all-units-sold-on-steam

    submitted by /u/VG_Insights
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    Hello Gamedev! If you are looking for new unique subway and train sound effects, I recorded 10 Gb (53 tracks / 95 min) at Tbilisi metro station which was the 4th metro system of the former Soviet Union. Greetings, Marcel

    Posted: 31 Aug 2021 05:14 PM PDT

    Some Good Game Dev Feels

    Posted: 01 Sep 2021 10:04 AM PDT

    Hey all!

    Just wanted to share this bit of happy feels with you. Sorry, it's a bit long.

    So I'm part of a little, three person dev studio. We created and released our first game on Steam a couple years ago. This isn't an ad post, so I won't be naming the game or linking, but I will say we made a game with our young daughters in mind - very family-friendly.

    Well, after two years, I can officially tell you the game is a commercial failure. Wait, you say, this was supposed to be a fuzzy, good feels thing! It is, it is, just hang on one second. So the game failed commercially. But it's our first game, and we didn't really know what we were doing, so we didn't really expect much. Just looking at the numbers, we should have tied a bow on it and moved on long ago.

    But the community slowly began to grow. We started getting reviews and stories from people young and old playing the game. They were amazing. Reviews from people just enjoying the game. Messages from kids about how much they loved the game and wanted this feature or that. Stories from parents where our little game was their child's first foray into gaming, and how much they loved it. There was a family who all played the game together, and put orders of magnitude more hours into it than there was content because it was a way to bring them all together.

    I'm not telling all this because I want attention or because I want to brag on the game. I just want to remind you, in case you've gotten hung up on all the numbers and business side of game dev, that there is more to it. The numbers and business is important, sure. But those stories and the thought that our game was bringing something positive and joyful to peoples' lives was worth more than any dollar we received from sales. Don't forget that part of what you're doing. Game dev is not just a way to make money, or a fun job to have. Your games can really affect people, whether the game you made is bringing people together for a moment of joy, telling an interesting story to get lost in, or even if it's just a way for someone to relieve some of the stress of the day by blowing away some aliens.

    Alright, hopefully that was encouraging for some of you out there stuck in the muck of things. Let's hear some other encouraging stories that aren't just related to how well your game has sold!

    submitted by /u/mloz17
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    Are you protected as an LLC if tax info is different on Steam?

    Posted: 01 Sep 2021 08:40 AM PDT

    I initially created the Steam account as a sole proprietor. I recently formed an LLC, but Valve makes it very difficult to update tax info. Apparently you have to create a whole new account and then transfer ownership of the game to it. Do we need to do this to still have the legal protection of an LLC?

    submitted by /u/emrys_90
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    If I'm a single person releasing my first game, is it better to market my 'studio' or just the game itself

    Posted: 01 Sep 2021 11:26 AM PDT

    Hi guys! I hope everyone's doing well this morning. I was working on gaining attention for my game and I came upon this question: "should I focus on marketing my 'studio' (which is just me) in order to seem more professional, or can I just market the game itself?" in other words, when creating my socials, should I name them (@TheNameOfMyGame) or (@TheNameOfMyStudio)? I'm currently entirely focused on this game, so it's not like I'll have other games to show off in the near future. I realize this is probably a noob question, but I can't really find anything online about which is "standard" to do for a single person releasing their first game. I figured someone on here might have some personal experience with my situation :).
    thank you guys in advance for any help you might be able to provide!

    submitted by /u/Anti-Dingus
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    Any composers looking for work?

    Posted: 01 Sep 2021 12:39 PM PDT

    I know of subreddits where I can find artists, but I'm not sure I've seen any for composers.

    I'm looking to hire someone to make some legit songs for my game rather than throwing together something scrappy myself or buying something generic.

    I haven't seen any posts like this, so figured I'd keep it more public to help others as well. If you're a composer and you're looking for freelance work, drop a link in comments to somewhere with some of your samples

    submitted by /u/ChainsawArmLaserBear
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    Tutorial: AI - React to surroundings (EQS) 1/2 - Unreal Engine 4 + Unreal Engine 5

    Posted: 01 Sep 2021 10:11 AM PDT

    Why do browser games need to download files?

    Posted: 01 Sep 2021 11:47 AM PDT

    Title, just curious

    submitted by /u/Krosveil
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    why can't any artist get their work on time?

    Posted: 01 Sep 2021 11:35 AM PDT

    I don't even set the due dates, they do, I am pretty lenient about things. I have noticed no matter how expensive (even had a job done from a bigger company for $1k USD), no one get's their due dates the yset themselves (and I ended up literally waiting a year with this bigger company, in what was supposed to be a 1 month thing).

    I have waited atleast 1 year with 3 different artists, with a job that was supposed to take a month. It does not matter how expensive, how big or small the company/user. Is this just the gamedev experience? I mean I am ok with pushing a month or two out there, but a year with multiple people?

    I've just hired new artists and its the same BS again, why can't anyone just get their work done on time? And by on time I mean, not having to wait half a year to a year. This is just crazy. I hate nagging people to get it done, but that is literally the only way to get things done is to bother them (I would rather not do that, but am forced to).

    submitted by /u/winterbolder1993
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    So Nanite works with 'static' assets that don't 'transform'. But can it work with crowds in a football game?

    Posted: 01 Sep 2021 09:04 AM PDT

    Crowds don't change their location. They don't transform but they are animated (sitting, standing, cheering, booing, facial expressions). Would nanite work on that?

    submitted by /u/TareXmd
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    For Everyone, Why, When, and How Did You Start?

    Posted: 01 Sep 2021 08:48 AM PDT

    Growing up I have always been fascinated with game development and have always wanted to make my own games. Currently I am in my first year of college (Computer Science) and am stuck between just focusing on school and then make games after or make games while in college and go from there. I am leaning more towards the second one but I'd like to hear about other people's experiences stepping into game development. Why did you want to be a game developer? When did you make your first game or prototype? Did you use an engine or did you make your own? What are the things you wish someone told you about game development when you started out? To be honest I think I'm just looking for stories that would push me to try and make my own and go from there so if you decide to reply then thank you.

    submitted by /u/TrankadaAnima
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    Where to go after beginner tutorials?

    Posted: 01 Sep 2021 12:21 PM PDT

    Hey all.

    I have been dabbling in game dev for some time now, and can follow most of the tutorials on YouTube where they focus on implementing something focused like "3D movement", "Background music" or a "Main menu". But I feel like all these tutorials are very shallow and beginner friendly, which is good for someone learning game dev from the beginning, and I feel I need to progress to the next step. I have built games via stringing these tutorials and the knowledge they give together to simple games, but these games turn in to big bloated spaghetti code in the end.

    I feel like I need to learn how to handle data more efficiently, program more dynamic systems, saving and loading and handling scenes in a less linear from start sense.

    I feel like I am playing with Lego, but just the basic sizes of square bricks. I need to get my hands on the fancier bricks and learn how to use them.

    TLDR: After learning from simple beginner tutorials, where do I turn next to learn? Is there any good resources on how to tackle slightly larger games with more serious structure?

    submitted by /u/Andervall
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    Is it possible to avoid startup loading entirely in HTML5 games?

    Posted: 01 Sep 2021 12:13 PM PDT

    So, in most web games you have a big annoying loading screen that severely dampens accessibility. I wanted to dynamically load/cache content seamlessly, to avoid this issue.

    For example, the player starts the game and a script automatically executes which loads JUST the title slides and menu. This is a trivial amount of data so it should be seamless (no startup loading). They would jump straight into the slides. Then another script would load concurrently that starts to render the actual game world (just the immediate area), even though the player only sees the menu screen. So the proper data would be cached in memory if the player hits "Start" (or in my case "Sandbox). Then after the player seamlessly enters the world, another script could execute which would start caching the proximity environment, particularly when the player isn't moving much, to reduce resource usage, and make it seamless. Is this possible?

    submitted by /u/Retrofire-Pink
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    Intro sequences

    Posted: 01 Sep 2021 12:04 PM PDT

    I think that games should have intro sequences containing the game's and the developer's logo. This comes from a vague sense that this is important for brand and recognition purposes. I'm thinking that if every tv series, talk show, anime, and radio show ever use some sort of recurring intro, they probably have good reasons.

    However, in several projects people have pushed back on this, mostly out of a sense that it's annoying. I get that. As a user I too find most of them annoying, but pretty OK as long as they're skippable or short.

    So my question is basically; anyone here who could explain and defend the purpose of such intros better than I can, or failing that give me opinions on whether they are important or not?

    submitted by /u/carnalizer
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    What is the difference?

    Posted: 01 Sep 2021 08:15 AM PDT

    Okay now, I need to make a decision in my career. It's either pursuing in a Computer Science Uni or a Computer Engineering uni. Now, I have absolutely no idea what the difference is if there is one. I just want to know which would give me a better chance of being a game dev....

    Thanks in advance.

    submitted by /u/lJRI
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    What conversion rate can I expect from a Youtuber sponsorship?

    Posted: 01 Sep 2021 03:49 AM PDT

    If I pay someone on Youtube to play my game, what percentage of viewers will go and buy the advertised game? Is it reasonable to expect to sell 1-2 copies per 1000 views?

    If you have personal experience or if you could point me to some statistics, I would love to learn more.

    submitted by /u/Peacetoletov
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    Advice for a SWE looking to switch to game dev?

    Posted: 01 Sep 2021 04:38 AM PDT

    I'm sure there are lots of posts like this on the subreddit, so I'll get right to it.

    I hold a CS Bachelor of Science and have been working as a Java developer at a HFT (high-frequency trading) firm for almost 3 years since graduating. It pays well (comes with the industry) and I plan to remain for some more years, with my ultimate goal being to achieve financial independence (achieving "FU money" as the saying goes) ASAP, and then switching to a career in game dev, where I believe my true passions lie. I have no illusions of making tons of money, and many horror stories come out about the industry, hence my plan to get FU money and not having to 1) rely on being paid really well and 2) not having to put up with terrible roles/people.

    In my spare time, I've been playing around with Unity for a while, never making anything serious or super long-term. Mainly starting and stopping random projects, and currently working through AI For Games.

    • My only C# experience has been this on-and-off again relationship with Unity.
    • I did a couple of semesters of C in university, and did 1 week of C++ for a traineeship at work - can't say I enjoyed the language, but likely mostly out of being unfamiliar with it.

    My question is this: as someone who plans to spend several more years doing gamedev-related stuff only in my spare time, what can I do to set myself up for a successful switch to the game dev industry?

    I would like to go into a medium-large studio to start with. Looking at job descriptions, a lot of places currently require C++. Would you recommend I spend time getting proficient in that? Learning Unreal Engine? Or more Unity? What books would you recommend? Any recommended YouTube channels? Other resources? General advice? Expectations in switching? Other peoples' experiences?

    I'm having a read through the subreddit wiki (super helpful!) and will be taking on a bunch of advice from there, but there's not so much about actually getting a job, especially given my specific situation.

    All very much appreciated, thanks guys :)

    submitted by /u/Zemvos
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    Bored and Confused

    Posted: 01 Sep 2021 10:22 AM PDT

    Hello Everyone, My Name is Cody. I've been developing an horror indie game for the last year, and I've taken so many breaks from it. A few months ago I started working on it but then got burned out and then took a break again. Now I'm here wanting to remake most of the project due to there being unused stuff and the game not being where I want it to be as of now. I've been wanting to start working on it again but I don't know where to start. I can visualize on how I want it to be but don't know where to get the models or when to start etc. I've had this feeling of switching game engines from Unity to Unreal but then I have to learn blueprint even tho I Love to code and I don't really like C++ that much. I've tried out multiple different game engines, libraries, languages etc. but none of them really has that feeling like Unity and C# does. I don't know what to do, Sometimes I just look at the code and get bored or unmotivated.

    submitted by /u/CxdyyYTimswedishbtw
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    Potential for a serverless backend?

    Posted: 01 Sep 2021 05:54 AM PDT

    Hey y'all. I've been bouncing ideas around in my skull for how to implement a peer-to-peer / distributed / decentralized / serverless game backend, mostly for the lulz, the what-if's, and the is-it-even-possible's. It would run over a p2p distributed database, peer validation, encryption/signing, based on Holochain, and would include a form of distributed ECS for managing "server" logic.

    My question, before I start down the rabbithole of algorithms, protocols, etc, can anyone think of any applications for such a technology? Any situations where it might actually be preferable to the tried-and-tested traditional server-or-cloud-based architecture?

    (What I can see as) Pros:

    • No central point of failure
    • Avoids server congestion issues (assuming smart ways to sub-divide a larger network into smaller, manageable cliques)
    • Peer validation (well written) can automatically identify and reject bad actors from a network
    • Configuration can allow for any number of public and/or private networks to run multiple shards of the same world, or even different persistent worlds using the same client.
      • I see this enabling a lot more games with player-owned, -run, -built worlds
      • Unlike most private-world multiplayer games, the world would exist persistently separate from any given player being online (hosting)
    • Potential for a lot of offline-first (or at least offline-capable) functionality, as all "server" code would exist on the client
    • If you like to mine crypto, holo is a good one because it doesn't waste energy on crunching huge numbers or storing huge data for no reason (looking at you bitcoin & chia), your computing power & storage goes toward maintaining the p2p game network!

    (What I can see as) Cons:

    • No centralized data store for running analytics, ease of backups,
    • Potentially much higher latency, as cloud providers are usually close to the backbone and players are not
    • Updates to client logic need to be considered carefully to avoid hard-forks of the underlying holochain (and splintering of the player & world data)
    • Data-bloat is a serious issue that needs to be considered, as holochain datastores are immutable and append-only, mean data is only ever added, which could make a large scale game accrue data to sizes unmanageable by player machines
    • Reliance on player storage (only a small slice of the distributed datastore would be allocated for each player, but still, could get unwieldy without really careful planning, which would be part of the design of my proposed framework)

    Okay, that's all I can think of right now, it's very hot and my brain is toasted.

    I'm not really interested in "how would you?" kind of technical stuff, that comes later after establishing actual potential use cases. Mostly:
    - What would this kind of framework enable that we couldn't do before?
    - What cases would we prefer something like this over a traditional server architecture?
    - Any "OMG that gives me a great idea!" type thoughts?

    submitted by /u/scottcasely
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    Recently Released My First Title - Just Talking About my Experience With the Final 10% of Game Dev for Anyone That Might Be Struggling.

    Posted: 01 Sep 2021 09:16 AM PDT

    Why do people create their own game studio?

    Posted: 31 Aug 2021 12:53 PM PDT

    I am currently only a college student and have zero work experience in the game development field. However, I would like to get there someday. Something I've been thinking about lately is being as impactful as I possibly can in this field, as I am passionate about video games.

    I've been wondering why do people create their own game studios, what benefits does it come with? Any cons? Wanted some insight from working professionals as I am pondering if this is something I want to do in the future.

    submitted by /u/c0rgi1
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    My Gamedev Yak Shaving. Part 3. Yarn Spinner and custom commands parsing?

    Posted: 01 Sep 2021 09:00 AM PDT

    Hello All,

    This will be a little bit of a tech post, but hope you will enjoy it.

    Yarn Spinner syntax allows custom commands:

     <<CommandName CommandParameters..>> 

    This way it is possible to extend functionality and not violate syntax. Now that is up to the user program to parse and implement such commands. I had the intention to use many of them. So I needed a quick, flexible and reliable way to implement them. And, surprisingly, I had no issue with it. I have decided to use common command syntax:

     <<CommandName key1=value1 key2=value2 ..>> 

    So how about converting it to some different view? Say

     CommandName --key1=value1 --key2=value2 .. 

    And now it looks like arguments parsing, a common view for software developers and many other people using e.g. terminal. And I had a nice solution for this kind of parsing - Yak Shaving one, as you could guess. At some point, I was annoyed with argument parsing, and to simplify my life, created a piece of code, which generated arguments parser from a configuration file, and that solution was ideal for this particular purpose. Now it takes from 5 to 10 min to add a new command definition and integrate parser into code, then all I need is to grab ready-to-use structures to make implementation. And even more - 1 min to update command with new parameter.

    I have added the project to github, so anyone could use it, called protoargs . It supports C++ and Python, but there are plans to add more programming languages, so to make arguments parsing you would need only learn how to create a configuration. When I will have enough karma points I would make a post in the opensource subreddit.

    Discussion: That would be nice to receive your thoughts or maybe suggestions on how to parse commands in a better or your way. Or maybe you have some different close to mine experience, welcome.

    submitted by /u/Proud_Ad4891
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