Today it is getting easier than ever for the Independent developer to create great games, and get them into the app store ready to be played by the game players. As one of these Independents, we at Lucky Red Fish have had to learn what it takes to market our games in this self-publishing arena. There is a wealth of free information out there for the Independent developer on everything from programming to marketing and of course publishing.
Most of the articles come your way at a time that you are busy taking care of the other parts of the development cycle and remembering where you saw them is not an easy task, so during the development of our next game Monkey Mofo we have started collecting a big list of useful articles.
This Page will be constantly updated with new articles, so please check back regularly
An extensive list of resources at your disposable on your Unity3D journey, split up in to sections to allow you to target what you need.
Lucky Red Fish recomended, they did 2000 Stickers and a Bannner for the Apps word event in just 5 days.
StickerPrinting.co.uk, as it says from the name that we specialise in sticker printing services in UK with 48 hours turn around for many stickers products. If you need stickers printed for any event, products labeling, packaging boxes or for your services then stickerprinting.co.uk is the right online stickers printing website with Live Chat support.
Again Lucky Red Fish recomended, they did 10 languages in just 4 days.
DYS: Translations is a leading innovator and provider of translation and localization services for computer and mobile games. DYS: Translations continues to advance Internet translation with features designed to provide a seamless experience for consumers. Headquartered in Italy, DYS: Translations has a rich experience in the mobile applications field and performs hundreds of translations every day for major companies and individual developers.
Unity 3D Training Video Series is the most complete, step-by-step, training material for Unity 3D…for free with over 3.5 million views in over 150 countries.In keeping with Unity’s theme of ‘free’, there are over 330 HD videos consuming more than 50 hours of viewing time. And with Unity’s increasing influence in the world of interactive digital media, it’s time you pull up a seat and see what all the excitement is about.
Again Lucky Red Fish recomended,
If a good proportion of your life is spent texture mapping polygon meshes, then you should probably install Roadkill.
Here are some code-related resources. Most of this is older stuff written in XNA or DirectX. Awesome stuff!
It happens. I'm not the only small dev who has made a living this way. But, sadly, there aren't many. I don't know how feasible the slow and steady building of a clientele is in indie gaming. I am, however, confident that we're going to need to start finding out.
As the director of Kitfox Games, I have read dozens, perhaps even hundreds, of articles claiming they will assist my 4-person team in making "a successful indie game." New articles come out every day, all with helpful advice for me and my team. Some were linked to me by personal friends, family, colleagues, or industry mentors.
What is the most common marketing mistake you see in the industry?
A lot of people struggle to get their games noticed in this crowded market, but they can still be a bit squeamish about actually engaging with the dark art of marketing. I think that finding and attracting the right audience is an essential skill, and I want to hear from you what lessons developers need to learn about making their work more visible.
Below you’ll find out the current state of independent development with each major new console, rumors of how they will react to indie development, revenue possibilities and how to sign up for their developer programs (which tends to be masked behind a mountain of web searches to figure out).
More individuals are learning to code, and companies are hiring the best of them to build new cloud and mobile apps. Hackers and investors alike are beginning to figure out that whoever makes the best tools stands to make a huge amount of money.
Kakao launched its game service in June last year, and has now converted around a third of its 100 million users into players. KakaoTalk's game catalogue is composed of around 180 titles, and has earned ₩348 billion ($311m/£204m) for the company in the first half of 2013. Kakao
Supercell, the Finnish company behind top-grossing iOS title Clash of Clans is currently making over $4 million a day according to the latest Facebook developer conference which took place in London few weeks ago. That’s a really nice amount of money if you consider that Supercell has two live games on the market right now, both of them only available on Apple’s platform.
There’s no worse feeling than creating a game you’re proud of, only to watch it drift off into obscurity. Unfortunately, it’s no longer enough to only create great content. In order to differentiate yourself from the masses, you must concoct a structured, coordinated marketing plan.
It’s one of the blogosphere’s favorite tech topics. Every new nugget of competitive information is fodder for an avalanche of coverage. Oftentimes, a story will declare that Android is beating iOS or that iOS is beating Android.
TestFlight services a great need of mobile developers everywhere. A Free web service for mobile developers, project managers, and app testers.
This is entirely wonderful. I’ve been banging on about marketing and supporting your game for years now. With what seems like little effect. So it was a real pleasure to find an excellent piece, written by the very smart Kristina Seznec, about helping the team at Lucky Frame with their press and marketing.
Sales figures for some of the best and biggest indie games. It is extremely rare for game developers to release their complete revenue statistics like this. Not many people outside the industry realize that this secrecy that is usually around sales is actually quite problematic
Candy Crush Saga has taken Facebook and mobile by storm, earning a permanent spot on smartphones, tablets and desktops around the world. But what really has the industry in a tizzy is that the game has only been out for about five months.
Like most things in my life over the last year or so, this (extremely long) post came together because of a couple of very serendipitous events Way back in October of 2010, Nathan Vella of Cappybara games shot me a quick tweet saying “Hey, want to collaborate on a talk about Indie Game Trailers?” So, a few hours before the deadline, we collaborated over skype and google docs and threw together what we both felt was a pretty strong proposal. Nathan submitted it, and that was that.
Dustforce is just over a year old now. How well has it fared in the past year, and what does that mean for Hitbox Team? In this article, we discuss in great detail the financial performance of Dustforce, in the context of our own goals for the game. Come and learn about some of the financial issues of a tiny development team, such as how we funded Dustforce, and how much it costs to make a game.
As an introduction let me just say I've been working as a liaison between Nintendo and indie developers for the past few months and have succeeded in bringing over around 15-20 new indie games to Wii U and 3DS. I've emailed back and forth developers who were running Kickstarters and through this I started to get some insight as to why many promising Kickstarter campaigns fail. They may seem like simple common sense (and they are) but they still seem to be overlooked too often.
Learn what unique user experiences AR will bring into your games, gain ideas on how AR will help you promote your content, and hear some thoughts on using AR for mobile couponing.
In this two-part series, we’ll discuss what I consider the top six legal mistakes app developers make when launching a new game in the digital marketplace.
Suppose you’re an app developer who wants to ensure that your app is optimized to function well on 80% of the individual connected devices currently in use (e.g., my iPad, your Windows phone). How many different device models (e.g., Kindle Fire HD 8.9" Wi-Fi, Galaxy S III) do you think you need to support? 156. Maybe you’re okay with having your app optimized for only 60% of active devices.
Kickstarter has been an incredible ride. For us at Stoic, we set out to make a turn-based strategy game called The Banner Saga that we thought might be pretty niche. We hoped to raise $100,000 (a rather modest sum for game development) for some outsourcing needs.
In 2012, I backed a total of 18 game projects on Kickstarter, pledging more than $300 towards initiatives that took my fancy. And yet in 2013, I can't really see myself pledging anything at all via the crowd-funding platform. At a time when Kickstarting video games is a hugely common occurrence, there's a number of negative points that are beginning to seep in.
Over the last few years, a lot of tools and services have been created for app developers. We can try and compare some of them, but obviously not all. Here is a list of a lot of them (inspired by Steve Blank’s Startup Tools), that we will update as we learn about new ones.
This is the marketing story of games and storytelling that developers have told for decades. It’s an aspirational story, but look beyond the highlights to the substance underneath and it doesn’t really stack up. Many of the struggles that game writers face today have not changed since the early days.
Here's a crazy game idea: Drag trash-talkin' gobs of goo to build a giant tower higher and higher. They squirm and giggle and climb upward over the backs of their brothers, but be careful! A constant battle against gravity, if you build a tower that's too unstable, it will all fall down.
In order to paint a picture of the games business as it looks right before GDC 2013, the Game Developers Conference has polled more than 2,500 North American game developers who attended the conference in 2012 or plan to attend GDC 2013 in March about their development practices, revealing several notable trends with regards to platforms, money, team sizes and more.
In this presentation from the 2010 DICE Summit, Carnegie Mellon professor Jesse Schell analyses the success of unusual games and predicts how that same model can be applied to life to give people incentives to use certain products and accomplish tasks at work or elsewhere. its in 3 parts on youtube!
Last January, we launched the initial version of our Tower Defense / RPG Hybrid Defender's Quest: Valley of the Forgotten. We sold the game directly from our own website, using a browser-based demo distributed via flash portals to drive traffic and sales. It was a solid niche hit, receiving both critical acclaim and financial success
The Coles recently funded a successful Kickstarter campaign for Hero-U with over $400,000 in support, and were generous enough to give us some specific feedback on our current Kickstarter for Var and the Vikings, a puzzle platformer game that teaches you Artificial Intelligence.
This is a beginner's guide to monetizing your iPhone App. Writing this article has helped me clarify my thinking, and hopefully it will stimulate you with ideas that you will share so that we all benefit.
Our FREE SDK is an unbeatable combination of cross-platform social features, in-app billing and enhanced distribution in one simple and powerful package, making Scoreloop the most complete and flexible mobile social gaming solution out there.
Which means that it exists in a capitalistic world. You know, a free market. A place where you're welcome to spend your money on whatever you please… or to refrain from spending that money. Those companies that put these products out? They're for profit businesses. They exist to produce, market, and ship great games ultimately for one purpose. First, for money, then, for acclaim.
Every now and then someone will ask me for advice on making it as a professional indie game developer. First, it’s a huge honor to be asked that. So I want to say “Thank you!” Second… damn, if I really want to help out it’s a serious endeavor. Of course, I could always say “Give it your best! Work hard! Be true to yourself!” and it wouldn’t be a terrible reply… just not a terribly useful one, either.
About 38% of those 2,500 game developers responded to the survey saying their last gaming project was on mobile, but more than half — 58% — said they are planning their next project for mobile. iOS took the lion's share of interest, with almost 90% working on a game for the App Store.
A nice collection of “Non-English” Indie Game Sites from all over the world.
Welcome to another update to the iPhone and iPad app review sites listing in iOS development about three years ago, I made the first posting of the iPhone app review sites list, and it’s been over a year since the last update.
Back when the social game scene looked like it might be generationally, rather than merely technologically, disruptive, we game makers discovered Eric Ries. Ries (along with Steve Blank) is the key figure behind the lean startup movement, and at the time his message of fast iteration and customer validation rang true for us for two reasons.
This is a guide created with the aim of providing some help & information on marketing an iOS product. It is absolutely not trying to be a definitive guide, or anything like that – but I hope to keep it updated, and would really appreciate any additional pointers and advice to help cover any areas that are lacking.
Over the years, Slashdot has had many stories of non-technical entrepreneurs in need of programmers. Now I found myself in an almost opposite situation: I am a programmer with a fledgling mass-market product that needs marketing. I know Slashdot's general sentiment towards marketing.
Gamedev on Readit, but there are many forums on readit that can also be used to promote your stuff!
The big list of indie games development forums.
Tweet your screen shots and they will display them, if you have enough followers :(
Touch arcades is the place to get noticed, participate and get noticed!
5 Tips for Driving Facebook Fans to Your Website. While Facebook has become an increasingly significant communication medium, for many businesses and organizations, their website remains the primary consumer touch point. So what do you do if you want to get your Facebook audience to engage more on your brand site?
On this page you will find a collection of handpicked articles about indie game marketing. Moreover PixelProspector’s Marketing Guide For Indie Game Developers is still in heavy development…
How To Grow Your Twitter Audience (ethically) One of the things we get asked the most is how to get Twitter followers. Over the years we’ve researched a number of ways to promote twitter accounts, and we want to share some of these ideas with you. Many users first start out by trying to buy Twitter followers, not realizing that this is against twitter’s rules. Buying followers is a zero sum game, as many of the operators that try and sell followers use.
We all have common goals with our website. To achieve that goal, we hire web design companies London and collude with custom web development experts to put up a website that increases our chances of making a sale. However, somewhere down the line, most of us discover that the website is not getting enough traffic to be significant to our cause.