A Practical Guide to Marketing Your Indie Game

Total Page:16

File Type:pdf, Size:1020Kb

A Practical Guide to Marketing Your Indie Game GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, or DIY? 59 iii | A Practical Guide to Marketing Your Indie Game Place 59 Must-Have Channels 60 Boutiques 61 Getting Inventory from Here to There 61 The Four Ps: Summary 62 Chapter 3: Pricing Your Indie Game 63 Dodging Anomalies 64 Pricing Checklist 65 Break-Even Pricing 65 Kickstarter* Pricing 67 Market Pricing 67 Competitor Pricing 68 Downloadable Content Pricing 69 Episodic Pricing 70 Geographical Pricing 71 Perceived Value Pricing 73 Promotional Pricing 74 Preorder Pricing 75 Discounting and Sales 75 Bundle Pricing 76 Pricing: The Final Word 77 Get Noticed 78 Chapter 4: Attending Your First Event as an Indie Game Developer 79 Find the Event That’s Right for You 81 Don’t Waste Your Time—Plan Ahead 83 Bring Your Code and Show It Off 85 How to be Part of a Booth 86 Network Like Crazy 88 Follow Up After the Event 91 Resources 91 iv | A Practical Guide to Marketing Your Indie Game Chapter 5: Expanding the Pool of Customers for Your Indie Game 92 Funneling Fans 93 Grabbing Attention: Lead Generation 94 Channel Partners 94 Get a Unique Website 95 Social Media 95 Paid Social Media Campaigns 96 Kickstarter* 97 Events 97 Video Trailers 98 Public Relations (PR) 98 YouTube Gamers/Streamers 100 Data Management 101 Sparking Interest: Direct Relationships 101 Creating Advocates 103 Email Marketing 104 Community Management 104 Using Data and Analytics 105 Decision Time: Influencing Choice 106 Spurring Action: Sell Your Game 107 Chapter 6: Packaging Your Indie Game 110 Tell Your Story 111 Branding Checklist 112 Content Building Blocks 114 Some Assembly Required 120 Game Website Checklist 120 Landing Pages 122 Your Game in a Box 123 Packaging Design, Explained 124 Packaging Summary 126 v | A Practical Guide to Marketing Your Indie Game Get Big 127 Chapter 7: Approach Industry Influencers to Build Awareness for Your Indie Game 128 Social Networks: Start with What You Know 130 An Agenda for Events 133 Strategies for Streamers 134 Tap Existing Contacts 136 Talk to Game Retailers 137 Take a Holistic Approach 138 Chapter 8: Solving the Distribution Dilemma for Indie Gamers 139 Physical Boxes and Shareware Days 139 Make it a True Partnership 143 Direct Distribution Can Still Work 143 Don’t Stop with Steam 144 Data Gathering Aids Decision Making 145 Multi Platform Releases Boost Incomes, Headaches 147 Bundling for Fun 148 The Power of Good Distribution 149 Appendix 152 About the Authors 153 Additional Contributors 155 Resources 157 vi | A Practical Guide to Marketing Your Indie Game Lead Authors LEAD AUTHORS Patrick DeFreitas, Intel® Partner Marketing Manager A graduate from Boston University & UC Berkeley Patrick has worked in the entertainment industry including film, television and video games for almost 20 years. He has also worked in ecommerce and media marketing industries starting in the late ‘90s. When he’s not focused on tracking new up and comers in gaming catch him enjoying “quiet time” in Palm Springs, CA. Primary subject matter expert on marketing indie games Dan Fineberg, Marketing Consultant For more than 35 years, Dan has built demand for innovations that transform the way we work, play and learn—driving growth for small, medium and large companies. At Intel in the ‘90’s and 00’s, Dan led marketing initiatives and programs to establish Intel® LAN products, server processors, and mobilized software, helping to drive a sea change in business computing based on industry standards and volume economics. As marketing director at the electron microscope leader FEI, Dan implemented and managed direct-relationship marketing and led the category-creation campaign establishing a new class of electron microscopes. Today, Dan works for Intel’s Software and Services Group as a full-time consultant, helping drive strategic communications for Intel’s innovative software and platforms. Primary subject matter expert on marketing indie games Garret Romaine, RH+M3 Lead Writer Garret has been writing about the gaming world since the early days of MS-DOS, authoring white papers, case studies, game reviews, profiles, and feature articles. He worked on Intel’s Visual Adrenaline Magazine starting in 2009, and has since contributed content for Intel Developer Zone. He is currently the Director of Content Creation at RH+M3. Lead Writer for RH+M3 vii | A Practical Guide to Marketing Your Indie Game Preface PREFACE Intel has supported the PC gaming community since the late 1970s, when the Intel® 8088 processor ran at 4.77 MHz inside the IBM PC. While hardware advances received the early headlines and large studios dominated the trade press the role of independent game developers has always been of interest. The freshest ideas, the most interesting stories, and the most groundbreaking advances still come from the indies who bravely bring their visions to market. Their struggle to balance the mastery of new technology and to conquer competitive marketing is growing in complexity. Intel’s new Get Ready, Get Noticed, Get Big initiative is designed to help indie game developers with vital tools, information, and guidance during each stage of the marketing process. This marketing guide is a go-to resource packed with current content for vital individuals and small teams trying to get their titles noticed in the dynamic gaming market. The mention of any particular game, product, or tool is not an endorsement. viii | A Practical Guide to Marketing Your Indie Game Chapter 1 Overview of Indie Game Marketing By Garret Romaine Chapter 1: OVERVIEW OF INDIE GAME MARKETING According to Newzoo—the leading provider of market intelligence covering global games, eSports, and mobile markets—more than 2.2 billion gamers worldwide are generating an estimated United States dollar (USD) 108.9 billion in game revenue for 2017. That global market for games offers many enticing targets for indie developers. LAI Global Game Service reports that Western Europe is now the market leader with 31 percent of the total sales, and it boasts the top spending per mobile title at USD 4.40 each. North America is in second place with slower growth prospects, but MENA (Middle East and North Africa region) is projected to grow by 21 percent, year-to-year. Asia is growing at an annual 13 percent rate, Latin America increased by 14 percent in 2016, and Eastern Europe (and especially Russia) is another key emerging market. Even long-overlooked regions such as Southeast Asia remain largely untapped. 1 | A Practical Guide to Marketing Your Indie Game Chapter 1 Overview of Indie Game Marketing Still popular after all these years—Super Mario Run* was the #1 downloaded app in 2016. In early 2017, Apple reported that their App Store brought in USD 20 billion in revenue for the previous year. On January 1, 2017, they set a new record of USD 240 million in revenue in a single day. The top-grossing apps were games, and Super Mario Run* from Nintendo was the number one app overall. According to PCGamesN.com, Steam* will hit a record of 6,000 new releases in 2017, representing an enormous opportunity for developers. Statista breaks down the game industry numbers for 2016; and with some careful study, a clever independent could spot several profitable, growing niches. For example, should you develop for the growing elderly population in the US? According to the US Census Bureau, the US population aged 65 and over is projected to be 83.7 million people by 2050. Targeting a brain-boosting puzzle game or nutrition diary might make sense. At the other end of the scale, a game for preteens in the Middle East might offer lucrative potential. Multiple opportunities exist for hungry independents in the games market. In a 2017 blog post, Kenneth Tran at Gamasutra.com offered this insight, “The independent games industry is currently in a state of near perfection.” Tran 2 | A Practical Guide to Marketing Your Indie Game Chapter 1 Overview of Indie Game Marketing says the market has been “disrupted by digital distribution and self-publishing. Everyone knows this story: the rise of Google Play*, the (Apple) App Store, Unity* Personal Edition, and Free2Play*.” The key takeaway from Tran’s blog is the concept of perfect competition.
Recommended publications
  • Download Cuphead -Free Cuphead Cursor
    download cuphead -free Cuphead Cursor. You still do not have a Custom Cursor for Chrome extension? Install it from official Chrome Web Store. You still do not have a Custom Cursor for Edge addon? Install it from official Microsoft Edge Addons site. You still do not have a Custom Cursor for Opera addon? Install it from official Opera addons site. You still do not have a Custom Cursor for Yandex addon? Install it from official Opera addons for Yandex site. You still do not have a Custom Cursor for Firefox addon? Install it from official Firefox Browser Add-ons site. You still do not have a Custom Cursor? 2017 - 2021, Blife Team. Content provided on this website is FanArt. All product names, logos, characters, brands, trademarks and registered trademarks are property of their respective owners and unrelated to Custom Cursor. Where to get: Cuphead Download. Cuphead is a fun game where you will possibly have a love and hate cycle of the game. It’s one of the best run and gun titles that came out in recent years. Here is where you can download it for all the platforms it’s available at the moment. For the time being, Cuphead is available on PC, macOS, PlayStation, Xbox, and Nintendo Switch. In this article, we will show where to download Cuphead, provide a brief overview of the compatibility with the platform, and tell you our take on where it’s played the best. Cuphead for PC – Windows. Cuphead was first released on PC along with Xbox One and Xbox Play Anywhere on September 29, 2017.
    [Show full text]
  • Links to the Past User Research Rage 2
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is.
    [Show full text]
  • Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
    GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent.
    [Show full text]
  • Update 22 November 2017 Best Game Yang Baru Masuk
    Downloaded from: justpaste.it/premiumlink UPDATE 22 NOVEMBER 2017 BEST GAME YANG BARU MASUK DAFTAR LIST NieR Automata - (10DVD) Full CPY Releases REKOMENDASI SPESIFIKASI PC PALING RENDAH BISA MAIN GAME BERAT/BESAR TAHUN 2017 SET LOW / MID FPS 30 KURANG LEBIH VERSI INTEL DAN NVIDIA TERENDAH: PROCIE: INTEL I3 RAM: 6GB VGA: NVIDIA GTX 660 WINDOWS 7 VERSI AMD TERENDAH: PROCIE: AMD A6-7400K RAM: 6GB VGA: AMD R7 360 WINDOWS 7 REKOMENDASI SPESIFIKASI PC PALING STABIL FPS 40-+ SET HIGH / ULTRA: PROCIE INTEL I7 6700 / AMD RYZEN 7 1700 RAM 16GB DUAL CHANNEL / QUAD CHANNEL DDR3 / UP VGA NVIDIA GTX 1060 6GB / AMD RX 570 HARDDISK SEAGATE / WD, SATA 6GB/S 5400RPM / UP SSD OPERATING SYSTEM SANDISK / SAMSUNG MOTHERBOARD MSI / ASUS / GIGABYTE / ASROCK PSU 500W CORSAIR / ENERMAX WINDOWS 10 CEK SPESIFIKASI PC UNTUK GAME YANG ANDA INGIN MAINKAN http://www.game-debate.com/ ------------------------------------------------------------------------------------------------------------------------------ -------- LANGKAH COPY & INSTAL PALING LANCAR KLIK DI SINI Order game lain kirim email ke [email protected] dan akan kami berikan link menuju halaman pembelian game tersebut di Tokopedia / Kaskus ------------------------------------------------------------------------------------------------------------------------------ -------- Download List Untuk di simpan Offline LINK DOWNLOAD TIDAK BISA DI BUKA ATAU ERROR, COBA LINK DOWNLOAD LAIN SEMUA SITUS DI BAWAH INI SUDAH DI VERIFIKASI DAN SUDAH SAYA COBA DOWNLOAD SENDIRI, ADALAH TEMPAT DOWNLOAD PALING MUDAH OPENLOAD.CO CLICKNUPLOAD.ORG FILECLOUD.IO SENDIT.CLOUD SENDSPACE.COM UPLOD.CC UPPIT.COM ZIPPYSHARE.COM DOWNACE.COM FILEBEBO.COM SOLIDFILES.COM TUSFILES.NET ------------------------------------------------------------------------------------------------------------------------------ -------- List Online: TEKAN CTR L+F UNTUK MENCARI JUDUL GAME EVOLUSI GRAFIK GAME DAN GAMEPLAY MENINGKAT MULAI TAHUN 2013 UNTUK MENCARI GAME TAHUN 2013 KE ATAS TEKAN CTRL+F KETIK 12 NOVEMBER 2013 1.
    [Show full text]
  • Linn-Benton Community College
    LINN-BENTON COMMUNITY COLLEGE VOLUME 47 • EDITION 9 NOVEMBER 12, 2014 HUMAN INTEREST COMMUTER.LINNBENTON.EDU PAGE 2 “FORGIVE ME IF I’VE TOLD YOU THIS BEFORE” just a few 90s anthems off the playlist link included with the release of the book. BOOK TOUR The 90s were a difficult time for many in Oregon, and Stetz-Waterz remembers when 638,527 Oregonians sunday Nov. 16 1:30 p.m. voted in favor of classifying homosexuality with Author reading at Mr. Green Beans bookstore pedophilia, sadism, and masochism. The intent of 3932 N. Mississippi Ave. Measure 9 was to set a standard in Oregon public schools grouping homosexuality with immoral acts. Portland OR, 97227 This in turn, labeled it as an “abnormal behavior.” The fictional teen Triinu is entering the world of high Thursday Nov. 20. 7p.m. school, and it’s right about then when she begins to see Launch Party the world through an adult’s perceptual lens. With one Jones Bar foot on the ground and the other adrift in a teenage world, Stetz-Waters’ newest protagonist begins a quest 107 NW Couch St. to never be the same. Portland, OR, 97209 “At that age we are old enough to have an adult understanding, but young enough that we are Tuesday Nov. 25 7 p.m. experiencing things for the first time,” said Stetz-Waters Dual Reading with “Misdirected” Drawing from her own life experience as a rural Oregonian, Stetz-Waters paints the broad strokes of her author Ali Berman new work of fiction from first-hand experiences.
    [Show full text]
  • Libro Blanco Del Videojuegos 2018
    Con el apoyo de LIBRO BLANCO DEL DESARROLLO ESPAÑOL DE VIDEOJUEGOS 2018 Promovido por PROMOVIDO POR CON EL APOYO DE UNIÓN EUROPEA FONDO EUROPEO DE DESARROLLO REGIONAL CON LA COLABORACIÓN DE CON EL APOYO DE codice software CON LA COLABORACIÓN DE: UNA MANERA DE HACER EUROPA REGISTRA GRATUITAMENTE TU EMPRESA, TUS PROYECTOS Y SERVICIOS EN GAMESPAIN.ES, EL PRIMER DIRECTORIO INTERACTIVO ONLINE DE LA INDUSTRIA ESPAÑOLA DEL VIDEOJUEGO ESTUDIO DE DESARROLLO DE VIDEOJUEGOS PUBLISHER COMPAÑÍAS DE SERVICIOS INVERSORES ESTE LIBRO PRETENDE PONER EN CONOCIMIENTO TANTO LA OFERTA DE CAPITAL COMO CENTROS EDUCATIVOS LA DEMANDA DE PROYECTOS INVERTIBLES, EN UN TRABAJO QUE BUSCA CONECTAR A AMBOS COLECTIVOS A TRAVÉS DE UNA MAYOR CONCIENCIACIÓN SOBRE SUS REGÍSTRATE EN GAMESPAIN.ES Y APARECERÁN EN LA GUÍA OFICIAL DE ICEX EN TODOS CARACTERÍSTICAS Y PROCESOS ASOCIADOS. LOS EVENTOS Y MERCADOS INTERNACIONALES A LOS QUE ASISTE BAJO LA MARCA GAMES FROM SPAIN: GAMESCOM, TOKYO GAME SHOW, GAME CONNECTION AMERICA, GDC,... Descárgalo gratuitamente aquí: http://dev.org.es/3dfinanciacion HTTP://WWW.GAMESPAIN.ES/ UNA MANERA DE HACER EUROPA LIBRO BLANCO 4 DEL DESARROLLO ESPAÑOL DE VIDEOJUEGOS 2018 LIBRO BLANCO DEL DESARROLLO 5 ESPAÑOL DE VIDEOJUEGOS 2018 INTRODUCCIÓN ...................................................................................................................7 TRIBUNA - UNA nueva edad DE oro DEL videoJUEGO ESpaÑOL ..........................................9 10 medidaS para incentivar EN 2019 la economÍA DE la INDUSTRIA DE DESARROLLO DE videoJUEGOS .....................................................................................11
    [Show full text]
  • Order Form Full
    JAZZ ARTIST TITLE LABEL RETAIL ADDERLEY, CANNONBALL SOMETHIN' ELSE BLUE NOTE RM112.00 ARMSTRONG, LOUIS LOUIS ARMSTRONG PLAYS W.C. HANDY PURE PLEASURE RM188.00 ARMSTRONG, LOUIS & DUKE ELLINGTON THE GREAT REUNION (180 GR) PARLOPHONE RM124.00 AYLER, ALBERT LIVE IN FRANCE JULY 25, 1970 B13 RM136.00 BAKER, CHET DAYBREAK (180 GR) STEEPLECHASE RM139.00 BAKER, CHET IT COULD HAPPEN TO YOU RIVERSIDE RM119.00 BAKER, CHET SINGS & STRINGS VINYL PASSION RM146.00 BAKER, CHET THE LYRICAL TRUMPET OF CHET JAZZ WAX RM134.00 BAKER, CHET WITH STRINGS (180 GR) MUSIC ON VINYL RM155.00 BERRY, OVERTON T.O.B.E. + LIVE AT THE DOUBLET LIGHT 1/T ATTIC RM124.00 BIG BAD VOODOO DADDY BIG BAD VOODOO DADDY (PURPLE VINYL) LONESTAR RECORDS RM115.00 BLAKEY, ART 3 BLIND MICE UNITED ARTISTS RM95.00 BROETZMANN, PETER FULL BLAST JAZZWERKSTATT RM95.00 BRUBECK, DAVE THE ESSENTIAL DAVE BRUBECK COLUMBIA RM146.00 BRUBECK, DAVE - OCTET DAVE BRUBECK OCTET FANTASY RM119.00 BRUBECK, DAVE - QUARTET BRUBECK TIME DOXY RM125.00 BRUUT! MAD PACK (180 GR WHITE) MUSIC ON VINYL RM149.00 BUCKSHOT LEFONQUE MUSIC EVOLUTION MUSIC ON VINYL RM147.00 BURRELL, KENNY MIDNIGHT BLUE (MONO) (200 GR) CLASSIC RECORDS RM147.00 BURRELL, KENNY WEAVER OF DREAMS (180 GR) WAX TIME RM138.00 BYRD, DONALD BLACK BYRD BLUE NOTE RM112.00 CHERRY, DON MU (FIRST PART) (180 GR) BYG ACTUEL RM95.00 CLAYTON, BUCK HOW HI THE FI PURE PLEASURE RM188.00 COLE, NAT KING PENTHOUSE SERENADE PURE PLEASURE RM157.00 COLEMAN, ORNETTE AT THE TOWN HALL, DECEMBER 1962 WAX LOVE RM107.00 COLTRANE, ALICE JOURNEY IN SATCHIDANANDA (180 GR) IMPULSE
    [Show full text]
  • NG18 Program (Screen)
    PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world.
    [Show full text]
  • Steam App Download Games to Pc Steam App Download Games to Pc
    steam app download games to pc Steam app download games to pc. i changed my hdd to an ssd, all i did to port all my old stuff, was: -install steam on the new system -connect old drive -go to steam>settings>download -open library folders -add the directory of the old steam install. then you will see all your old games getting added and working. i changed my hdd to an ssd, all i did to port all my old stuff, was: -install steam on the new system -connect old drive -go to steam>settings>download -open library folders -add the directory of the old steam install. then you will see all your old games getting added and working. How to download Steam on your PC or Mac, and gain access to the internet's largest collection of games. In 2003, the Washington-based game studio Valve launched Steam, a digital distribution service dedicated to providing updates for their own in- house titles. Since then, Steam has become the premier platform for the PC — and, to a lesser degree, Mac — gaming community. With a slew of first-party and third-party titles available, Steam is one of the most popular ways for gamers to experience their favorite games. Additionally, much of Steam's success comes from the fact that the platform often offers various sales on old and new titles, allowing users to purchase their favorite games at a discounted rate. Steam itself is free to use, and free to download. Here's how to get Steam, and start finding your own favorite games.
    [Show full text]
  • Uma Proposta Para Guias Orientadoras Para O Design De
    MESTRADO MULTIMÉDIA - ESPECIALIZAÇÃO EM TECNOLOGIAS INTERACTIVAS E JOGOS DIGITAIS Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira M 2019 FACULDADES PARTICIPANTES: FACULDADE DE ENGENHARIA FACULDADE DE BELAS ARTES FACULDADE DE CIÊNCIAS FACULDADE DE ECONOMIA FACULDADE DE LETRAS 2 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não- diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Orientador: Pedro Cardoso (Professor Auxiliar Convidado) Junho de 2019 3 4 © João Manuel Matos Ferreira, 2019 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Aprovado em provas públicas pelo Júri: Presidente: António Coelho (Professor Auxiliar com Agregação) Vogal Externo: Andreia Pinto de Sousa (Professora Auxiliar) Orientador: Pedro Cardoso (Professor Auxiliar Convidado) 5 6 Resumo Actualmente, existem diversos tipos de interface para a locomoção do jogador num espaço virtual, havendo diversos métodos já implementados em produtos encontrados no mercado de videojogos. Algumas interfaces consistem em adaptações das encontradas no formato tradicional de monitor bidimensional, sendo que outras são experiências desenhadas de raiz para Realidade Virtual. No entanto, atravessamos um período de experimentação, um momento em que o jogador usufrui de experiências de jogo por vezes instáveis, por vezes irregulares ou inadequadas, em parte devido à falta de estudos nesta área. Com isto em conta, emerge a possibilidade de estudar esta área que ainda se encontra em constante mutação e num estado de experimentação devido à infância deste meio tecnológico.
    [Show full text]
  • The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
    The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation.
    [Show full text]
  • Business Finland Neogames Fivr Mixed Reality Report 2017
    MIXED REALITY REPORT 2017 BUSINESS FINLAND NEOGAMES FIVR 2 3 BUSINESS FINLAND | NEOGAMES BUSINESS FINLAND | NEOGAMES MIXED REALITY 2017 MIXED REALITY 2017 Content 1. Introduction 1. Introduction 3 lready from the 1990’s there has been a strong will and hope towards a virtual- and augmented reality based gaming experience. For a couple of 2. Terminology of VR, AR, MR and XR 3 decades, the development of technology was quite slow, but after HTC 3. Current Status of the VR/AR field 5 AVive, and the first Oculus consumer version release in March 2016 it seemed that 3.1 Available VR & AR devices and platforms for consumers 6 the technology is finally advanced enough, and the market for B2C VR applications, 3.1.1 High-end tethered VR headsets 6 including games, is ready to open. 3.1.2 Smartphone-based mobile VR headsets 7 The Oculus and Vive releases together with available VC funding and the 3.2 Technological demands in general 7 saturation of the mobile market (resulting in some mobile developers fleeing to 3.3 User expectations 8 VR/AR development) created high hopes towards VR. Basically everything required 4. Future - Towards casual VR 8 was coming together, funding, technology, skills and companies. However, after a 4.1 Four tiers of future VR devices 9 good start and excessive hype the VR games’ B2C market didn’t develop as expected. 4.2 High-end consumer VR devices 10 One clear indicator of that was that some existing VR studios have closed and even 5. AR Devices 10 Icelandic CCP, a big advocate of VR games since 2013, announced in the end of 6.
    [Show full text]