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Pre-release Offroad Mania: How I increased Steam wishlist

2020.01.30 10:14 activegamesbox Pre-release Offroad Mania: How I increased Steam wishlist

Pre-release Offroad Mania: How I increased Steam wishlist

Offroad Mania on Steam

I big fan of cars. And so I (with my brother) made a simulator game about off-road driving with good physics (I think).
Offroad Mania

Pre-release Offroad Mania: How I increased Steam wishlist

1. Select the correct release date(!)
I'm going to release my game "Offroad Mania" on Steam Feb 10, 2020.
I selected this date because there no AAA releases, no any same game releases (about cars), no big SALEs on Steam at this moment.
It is necessary that after the release took 30 days to get to the SPRING SALE (Steam have only 4 big sales, one per season). It's very important(!).
I want to improve the game, but it depends on the success of sales. Now I need as much as possible wishlist. I think you understand how it works. Add to your wishlist (look to the top ☝️), it's really will help to me.
If you will have many wishes it's increase your chance add game into category "New and trends" (automatically by Steam algorithm). It's very important. VERY IMPORTANT(!). Therefore, I tell what do below.
2. Send the game page on the review as soon as possible.
Because: 1) you will get a public link to the page that you can use for marketing; 2) Steam will begin to display a banner of your game on the pages of other projects (below).
Hint: I made this picture so I can easily place it on any website, forum, social network, etc.

Offroad Mania on Steam
3. Add the correct tags.
Each tag is a link, which Steam will use for search similar games. Search uses the first 15 tags, to display similar games Steam use the first 20 tags.
I took a tags from similar game. And I added a few new ones (look here https://store.steampowered.com/tag/browse/#global_492).
My tags:
Indie, Racing, Simulation, Casual, Sports, Controller, Physics, Driving, Automobile Sim, Offroad, Singleplayer, Sandbox, Third Person, First-Person, Exploration, Addictive, Adventure, Difficult, Family Friendly, Realistic, Atmospheric, Arcade.
Some say that it is necessary to ask people to choose the right-necessary tags.
4. Make developers page.
There will be links to all of your sports, news, etc.
5. Make free keys for press/beta-testers(!).
I give some keys for youtubers.
6. Use youtubers for game review.
Use free press-keys for this. I searched some channels with reviews of similar games (Pure Rock Crawling, Offroad Outlaws) with maximum views and many subscribers through YouTube.
My youtubers:
Xofroggy, SLAPTrain, Xpertgamingtech, tc9700gaming, Bay Area Buggs, Jimmy Broadbent, ElectroHopper, SpeirsTheAmazingHD, Drae, GrayStillPlays, Jeff Favignano, WhyBeAre, Cristineltr, Elite Rejects, Neilogical, Crash Hard, DieselDesigns Gaming, Ganja Gaming, Jimmy Dali, Cooper Channel, ConstructionSimulator2 FAN, Powerful Cars, Arthur and Simone Chapman, ASMR RelaxingGaming, Square2448, Automotive Game Freaks, Ross de Boss, Raccoon 28, JonoZ, Rusty Dog, SimRacing Life, OG Wonka, Cedus, iBraap, Cunnigan, CodexGT540m, SD1ONE, Hindustan Gamer, handige harry, Play4Games.
I still wait review from them, but maybe not all will make. I think it depends on the interest of my game for them.
Big thanks for Xofroggy(!) because he find some glitches and be first who made gameplay video on Youtube.

Big thanks for Xofroggy(!)
7. Use Steam curators for game review.
Keys for curators will make automatically when you send request for review trough Steam panel.
You can see all curators here https://store.steampowered.com/curators/topcurators/
Steam help to find curators (need to select tags, platform, language settings). I used tag "Automobile Sim".
Steam allows you to write only to 100 curators (the keys are automatically).
Hint: Use 50 before release and 50 after.
Because after game release, many curators will (I hope) ask you the keys. The easiest way use the Steam Curators page.
My curators:
Better Play This, IndieGO, Fun Fab Game Reviews, GiZmO GaMeR, Steaⅿ Ⅰlluminati, MAGIC FROG`S GAMES, Freaks Community, Hyptronic's Game Empire, Big in Japan ( ͡° ͜ʖ ͡°), The Killing Reviews, MyIndieWishlist, LOVE❤Games, Club Games Reviewer, Foures Army, Review Score Pollution™, Best of driving games, Better Play This, Indie MEGABOOTH, Check'n Games, Get Games Cheap, Hookups, IndieGames, Yes/No, YES / NO, PC Gamer, Critiquing Doge, GrabTheGames, Indie Games Group, Indie Champions, Indie Diamonds, IndiePromo, True Reviews English Edition, Designer Plays, GamingTaylor, Rebbet recommends, True Reviews, Gaming Grandma, Mixe Games, ReviewExperts, IndieGems, Original Curators Group, Razors Edge Urath Online Saga, True Game Truths, Bruce's Batcave, Devious Picks, Sim UK, Doges 'R' Us, GameGator, Simulatoren Welt, German_Gamer_Community, Шуршалки.
Most in English, some in Russian and German (are big fans of simulators).
8. Make GIFs(!).
Because animated gifs much more clickable. And just it's cool.

Animated GIF
or
Static PNG
Hint: https://ezgif.com/maker
9. Maybe I'll use service Keymailer and Woovit.
About service: "Hassle-free Key Distribution for Video Games". I give the keys, they do reviews.
10. Create own youtube channel and add gameplay video.
My Youtube: https://www.youtube.com/useactivegamesbox/
11. Create facebook account and add information about your game.
My Facebook: facebook[com]/activegamesbox/
12. Create twitter account and add information about your game. Follow to other game developers, youtubers etc.
My Twitter: https://twitter.com/activegames
13. Create own discord channel for your community. It's really important for build fan's community.
My discord: https://discord.gg/S7qpVaB
14. Create account on other sites and add information about your game.
My Instagram: instagram.com/activegamesbox/
My Pinterest: pinterest.com/activegamesbox
15. Create account and add game to IndieDB.
  1. Add video, screenshots, game description, link to Steam.
  2. Write articles(!). Because the articles are automatically placed on the main page and get a lot of views.
At first, I wrote a long article, but then I thought it would be best 2 times to get to the main page and made 2 part (Pre-release/After release). Plus, people do not really like long texts (especially without pictures).
16. Use reddit(!)
Big audience. Most popular site (#11 in USA). Enough.
I want to add this article to reddit.
Hint: gamedev, devblogs, IndieGaming, gamedevscreens, playmygame, GamePhysics
17. Use forum of your game engine/technology (if you made game on it).
I use Armory3d and add game theme to forum Offroad Mania on Armory3d forum
Information: "Armory is an open-source engine for creating 3D-enabled software."
Also I used html5gamedevs.com because first made demo-version on HTML5.
Topic Offroad Mania on html5gamedevs.com
18. Use forums for game developers (indie).
I added topic on TIGSource "Offroad Mania [PC Windows] - free keys for feedback"
Hint: add comments to push up the topic.
19. Use image boards.
Read article "How to go viral on Imgur and how to convert traffic into wishlist on Steam!".
20. Use Kongregate.
Kongregate have own store Kartridge. But there big audience and you can find gamers by tags ("racing" etc.) and send them Steam link. Be carefully, because it's like SPAM...
I like kongregate, newgrounds, armorgames and many old sites, because many years we make flash games.
But flash has been buried by monopoles with their mobile stores. Just a fact. R.I.P.
21. Use Linked.in
I wrote an article about my game with gif image and link to Steam page.
22. Keep track of statistics to know what methods are best.
Important: Wishlist statistics updated once a day (today you can see yesterday data).
23. Read other articles(!).
Strongly recommended.
My experience marketing my game on Steam tips and
When non-game dev friends add onto your game idea
Articles about Steam on Gamasutra
Steam marketing video on Youtube
Steam before release video on Youtube
24. Ask EVERYONE to add your game to Steam Wishlist(!).
Your family, neighbors, colleagues, friends, youtubers, followers, subscribers, your cat and dog :)
25. Use intuition and be sure to keep a positive attitude(!)
Strongly recommended.

To be continued

Thank you for reading and likes 👍
submitted by activegamesbox to gamedev [link] [comments]


2020.01.23 13:23 activegamesbox Pre-release Offroad Mania: How I increased Steam wishlist

Pre-release Offroad Mania: How I increased Steam wishlist

Offroad Mania

I big fan of cars. And so I (with my brother) made a simulator game about off-road driving with good physics (I think).
Add to your wishlist: https://store.steampowered.com/app/1222040/Offroad_Mania/ Thank you!

Offroad Mania

Pre-release Offroad Mania: How I increased Steam wishlist

1. Select the correct release date(!)
I'm going to release my game "Offroad Mania" on Steam Feb 10, 2020.
I selected this date because there no AAA releases, no any same game releases (about cars), no big SALEs on Steam at this moment.
It is necessary that after the release took 30 days to get to the SPRING SALE (Steam have only 4 big sales, one per season). It's very important(!).
I want to improve the game, but it depends on the success of sales. Now I need as much as possible wishlist. I think you understand how it works. Add to your wishlist (look to the top ☝️), it's really will help to me.
If you will have many wishes it's increase your chance add game into category "New and trends" (automatically by Steam algorithm). It's very important. VERY IMPORTANT(!). Therefore, I tell what do below.
2. Send the game page on the review as soon as possible.
Because: 1) you will get a public link to the page that you can use for marketing; 2) Steam will begin to display a banner of your game on the pages of other projects (below).
Hint: I made this picture so I can easily place it on any website, forum, social network, etc.

Offroad Mania on Steam
3. Add the correct tags.
Each tag is a link, which Steam will use for search similar games. Search uses the first 15 tags, to display similar games Steam use the first 20 tags.
I took a tags from similar game. And I added a few new ones (look here https://store.steampowered.com/tag/browse/#global_492).
My tags:
Indie, Racing, Simulation, Casual, Sports, Controller, Physics, Driving, Automobile Sim, Offroad, Singleplayer, Sandbox, Third Person, First-Person, Exploration, Addictive, Adventure, Difficult, Family Friendly, Realistic, Atmospheric, Arcade.
Some say that it is necessary to ask people to choose the right-necessary tags.
4. Make developers page.
There will be links to all of your sports, news, etc.
5. Make free keys for press/beta-testers(!).
I give some keys for youtubers.
6. Use youtubers for game review.
Use free press-keys for this. I searched some channels with reviews of similar games (Pure Rock Crawling, Offroad Outlaws) with maximum views and many subscribers through YouTube.
My youtubers:
Xofroggy, SLAPTrain, Xpertgamingtech, tc9700gaming, Bay Area Buggs, Jimmy Broadbent, ElectroHopper, SpeirsTheAmazingHD, Drae, GrayStillPlays, Jeff Favignano, WhyBeAre, Cristineltr, Elite Rejects, Neilogical, Crash Hard, DieselDesigns Gaming, Ganja Gaming, Jimmy Dali, Cooper Channel, ConstructionSimulator2 FAN, Powerful Cars, Arthur and Simone Chapman, ASMR RelaxingGaming, Square2448, Automotive Game Freaks, Ross de Boss, Raccoon 28, JonoZ, Rusty Dog, SimRacing Life, OG Wonka, Cedus, iBraap, Cunnigan, CodexGT540m, SD1ONE, Hindustan Gamer, handige harry, Play4Games.
I still wait review from them, but maybe not all will make. I think it depends on the interest of my game for them.
Big thanks for Xofroggy(!) because he find some glitches and be first who made gameplay video on Youtube.

Big thanks for Xofroggy(!)
7. Use Steam curators for game review.
Keys for curators will make automatically when you send request for review trough Steam panel.
You can see all curators here https://store.steampowered.com/curators/topcurators/
Steam help to find curators (need to select tags, platform, language settings). I used tag "Automobile Sim".
Steam allows you to write only to 100 curators (the keys are automatically).
Hint: Use 50 before release and 50 after.
Because after game release, many curators will (I hope) ask you the keys. The easiest way use the Steam Curators page.
My curators:
Better Play This, IndieGO, Fun Fab Game Reviews, GiZmO GaMeR, Steaⅿ Ⅰlluminati, MAGIC FROG`S GAMES, Freaks Community, Hyptronic's Game Empire, Big in Japan ( ͡° ͜ʖ ͡°), The Killing Reviews, MyIndieWishlist, LOVE❤Games, Club Games Reviewer, Foures Army, Review Score Pollution™, Best of driving games, Better Play This, Indie MEGABOOTH, Check'n Games, Get Games Cheap, Hookups, IndieGames, Yes/No, YES / NO, PC Gamer, Critiquing Doge, GrabTheGames, Indie Games Group, Indie Champions, Indie Diamonds, IndiePromo, True Reviews English Edition, Designer Plays, GamingTaylor, Rebbet recommends, True Reviews, Gaming Grandma, Mixe Games, ReviewExperts, IndieGems, Original Curators Group, Razors Edge Urath Online Saga, True Game Truths, Bruce's Batcave, Devious Picks, Sim UK, Doges 'R' Us, GameGator, Simulatoren Welt, German_Gamer_Community, Шуршалки.
Most in English, some in Russian and German (are big fans of simulators).
8. Make GIFs(!).
Because animated gifs much more clickable. And just it's cool.

Animated GIF
or
Static PNG
Hint: https://ezgif.com/maker
9. Maybe I'll use service Keymailer and Woovit.
About service: "Hassle-free Key Distribution for Video Games". I give the keys, they do reviews.
10. Create own youtube channel and add gameplay video.
My Youtube: https://www.youtube.com/useactivegamesbox/
11. Create facebook account and add information about your game.
My Facebook: https://www.facebook.com/activegamesbox/
12. Create twitter account and add information about your game. Follow to other game developers, youtubers etc.
My Twitter: https://twitter.com/activegames
13. Create own discord channel for your community. It's really important for build fan's community.
My discord: https://discord.gg/S7qpVaB
14. Create account on other sites and add information about your game.
My Instagram: instagram.com/activegamesbox/
My Pinterest: pinterest.com/activegamesbox
15. Create account and add game to IndieDB.
1) Add video, screenshots, game description, link to Steam.
2) Write articles(!). Because the articles are automatically placed on the main page and get a lot of views.
At first, I wrote a long article, but then I thought it would be best 2 times to get to the main page and made 2 part (Pre-release/After release). Plus, people do not really like long texts (especially without pictures).
16. Use reddit(!)
Big audience. Most popular site (#11 in USA). Enough.
I want to add this article to reddit.
Hint: gamedev, devblogs, IndieGaming, gamedevscreens, playmygame, GamePhysics
17. Use forum of your game engine/technology (if you made game on it).
I use Armory3d and add game theme to forum Offroad Mania on Armory3d forum
Information: "Armory is an open-source engine for creating 3D-enabled software."
Also I used html5gamedevs.com because first made demo-version on HTML5.
Topic Offroad Mania on html5gamedevs.com
18. Use forums for game developers (indie).
I added topic on TIGSource "Offroad Mania [PC Windows] - free keys for feedback"
Hint: add comments to push up the topic.
19. Use image boards.
Read article "How to go viral on Imgur and how to convert traffic into wishlist on Steam!".
20. Use Kongregate.
Kongregate have own store Kartridge. But there big audience and you can find gamers by tags ("racing" etc.) and send them Steam link. Be carefully, because it's like SPAM...
I like kongregate, newgrounds, armorgames and many old sites, because many years we make flash games.
But flash has been buried by monopoles with their mobile stores. Just a fact. R.I.P.
21. Use Linked.in
I wrote an article about my game with gif image and link to Steam page.
22. Keep track of statistics to know what methods are best.
Important: Wishlist statistics updated once a day (today you can see yesterday data).
23. Read other articles(!).
Strongly recommended.
My experience marketing my game on Steam tips and
When non-game dev friends add onto your game idea
Articles about Steam on Gamasutra
Steam marketing video on Youtube
Steam before release video on Youtube
24. Ask EVERYONE to add your game to Steam Wishlist(!).
Your family, neighbors, colleagues, friends, youtubers, followers, subscribers, your cat and dog :)
25. Use intuition and be sure to keep a positive attitude(!)
Strongly recommended.

To be continued

Thank you for reading and likes. Add Offroad Mania to your Wishlist!
submitted by activegamesbox to devblogs [link] [comments]


2019.03.26 00:52 Dahaka102 Best Developer Talks (GDC or otherwise)

Hi everyone! This is my first post on gamedev but I've been designing games for over 10 years and I've always been interested in gathering as much information as possible about game development across all the disciplines. I typically scour the GDC talks as they come onto the vault each year, but every year there is more and more places to find good talks. So, I want to know, what are some of the best talks you've found, that you would recommend for other game developers? I didn't get to see anything from GDC 2019, because I was an exhibitor this year, so if you have recommendations for things you saw there last week, even better!
Also, I do keep a list of talks that I've enjoyed in the past, and although I've not been on top of keeping it up to date every time, there are quite a few talks I'd recommend to others. Here are some of the talks I've thought were particularly good.

Note: Some of these talks are available for free online, while others you need a membership to either GDC vault or another service. I thought it would still be useful to list them for people that have a membership.

Good Talks from GDC

Animating 'Dauntless': Slaying AAA Animation on the Indie Scale (47:17)
Speaker(s) Simon Unger
Company Name(s) Phoenix Labs
Track / Format Visual Arts
At Phoenix Labs they knew early on they would need AAA quality animations to deliver a pixel perfect combat experience. This talk will cover the animation best practices they've learned so far, mocap workflows, and building out your own mocap studio. Imagine concepting an attack animation in morning standup, capturing it before lunch, integrating it in the afternoon and having it ready for feedback in your evening playtest."

Improving the Culture of Critique: Communicating Across Disciplines (1:02:39)
Speaker(s) Jeff Hesser
Company Name(s) Harmonix
Track / Format Visual Arts
This talk will dive into the challenges that arise when game professionals give each other feedback across disciplinary lines. How can artists effectively give and receive feedback with designers, engineers, producers, musicians and QA testers in ways that maximize value and minimize miscommunication and friction? Through the analysis of multiple real-world examples, specific strategies will be described that can improve the effectiveness of interdisciplinary communication. When people are given tools to share ideas, feelings and concerns about each other's work in helpful and effective ways, the resulting increase in communication can build relationships, strengthen team cohesion and improve overall morale. As teams get smaller and more agile, the need to improve conversations across disciplinary lines increases.

Board Game Design Day: Board Game Design and the Psychology of Loss Aversion (1:02:52)
Speaker(s) Geoffrey Engelstein
Company Name(s) Mind Bullet Games
Track / Format Design
Loss aversion is a core effect in human psychology. Simply stated, losses make people feel worse than gains make them feel better. In other words, the negative emotions from losing $100 are stronger than the positive emotions from gaining $100; about twice as strong according to a variety of experiments. The fundamental aspect of loss aversion to human psychology is very deep, and touches a wide variety of phenomenon, most of which are directly relevant to game design. This talk from veteran tabletop game designer Geoff Engelstein ('Space Cadets') examines board games and other relevant game-like experiences to explore framing, regret, competence, and other effects, and their relation to players' relationship with the game experience.

Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team
Speaker(s) Alex Mole
Company Name(s) Criterion Games
Track / Format Production
Overview Criterion Games is convinced that the way the industry has built AAA games is incredibly damaging to people, quality, and innovation. After a change of leadership in early 2014, Criterion started to build a process aimed at maximising efficiency through a highly-motivated team with enough big-picture context to make great decisions all the time. As well as taking inspiration from other AAA studios and Indie developers, the company is making use of science to motivate people through Autonomy, Mastery + Purpose.
Criterion has been using this approach to develop a brand new game, as well as assisting two other titles within EA. On all three projects,we've found that we are the happiest and most productive that we've ever been! This talk will cover the reasoning behind the processes Criterion has built, and go into some detail of the findings of what worked well and what didn't.

Quest for Progress: The Math and Design of Idle Games (53:58)
Link to Blog
Link to Spreadsheets
Speaker(s) Anthony Pecorella
Company Name(s) Kongregate
Track / Format Design
As the third in a series of popular talks on "self-playing" games, this will increment on the previous ones, unfolding new insights, and tapping into a wide range of data to learn about this strange new, often-idolized, genre. The talk will look at how the genre has grown, evolved, and expanded recently. New trends will be explored and new games will be analyzed, focusing not just on how they work but hopefully inspiring new games and mechanics from attendees. Prepare to get bizarrely, inexplicably excited about watching numbers go up!!

History Shaping Design: Gender Roles As Shown In Centuries of Game Design (46:57)
Speaker(s) Julia Keren Detar
Company Name(s) Untame
Track / Format Design
While gender has always played a role when it comes to games and toys, those lines have not always been clearly defined. From western Chess to Mall Madness, we'll explore how game mechanics can change who gets to play, and how marketing pressure and seemingly unrelated TV deregulation can restructure a whole industry. We'll examine some surprising parallels between more recent games like Twister and older parlor games, and see how gender roles have changed through the years - and stayed the same.

Awesome Video Game Data 2016 (1:00:00)
Speaker(s) Geoffrey Zatkin
Company Name(s) EEDAR
Track / Format Design
EEDAR co-founder Geoffrey Zatkin presents a tour de force romp through video game industry data, patterns and trends, covering everything from next generation consoles to the maturation of mobile games to the diversification of monetization methodologies and everything in-between. Guaranteed to raise your game industry IQ.
Attendees will gain a better understanding of recent macro and micro trends of the video game industry - not anecdotal, but trends based on actual objectively quantifiable data. A broad range of timely industry topics will be presented.

Three Statistical Tests Every Game Developer Should Know (27:26)
Speaker(s) Elan Ruskin
Company Name(s) Insomniac Games
Track / Format Programming
“How much does this optimization really speed up my game?" can be a difficult question to answer when you're measuring differences of microseconds in highly variable framerates. "When I changed the minimap, 15% fewer playtesters got lost" might have been a fluke - or not - depending on how many testers you tried. Fortunately, statistical techniques exist to turn noisy, real-world sources of data like these into confident answers.
This talk is a succint how-to on statistics for answering questions like "does this new camera control scheme make players happier?", "how many players do I need to test this design change on to prove whether it works better?" and "does the framerate really get faster when I do this thing or is it just a fluke of measurement?" We skip past the mathematical background and cut directly to the practical how-to you can use in Excel today.

Twenty Years, Twenty Lessons (1:00:47)
Speaker(s) Mark Rosewater
Company Name(s) Wizards of the Coast
Track / Format Design
Mark Rosewater is the Head Designer for Magic: the Gathering. Last year he celebrated his twentieth year working at Wizards of the Coast. Come listen as Mark shares his wisdom on game design from twenty years of working on the same game. Fans of his column ("Making Magic"), podcast ("Drive to Work") or blog ("Blogatog"), all dedicated to game design, should expect plenty of stories and humor as he walks through his twenty lessons such as "Restrictions Breed Creativity", "Fighting Human Nature Is a Losing Battle" and "If Everyone Likes Your Game, But No One Loves It, It Will Fail".

Game Studio Management: Making It Great (59:25)
Speaker: Jesse Schell
Company Name: Schell Games LLC
Track / Format: Business, Marketing & Management
Management is difficult, managing a game studio is incredibly difficult, since most studio management has no formal training, and no one ever seems clear on the "right" way to run things. In the last 12 years Jesse has grown a game studio from a solo operation to a thriving enterprise of 100 developers working on 6-8 titles simultaneously. In this nuts and bolts talk, Jesse will share the concrete methods he has found to keep a studio happy, healthy and producing great games. Topics covered will include:
What meetings are the right ones?
How to manage multiple simultaneous projects
How to grow without destroying your culture
The importance of a mentoring culture
How to see the invisible information flow in your studio
The connection between morale, purpose and great games

Infinite Play (1:06:55)
Speaker: Richard Lemarchand
Company Name: USC
Track / Format: Design
Join Richard Lemarchand, former Naughty Dog lead game designer and associate professor in the USC Games program, for a talk that investigates the game design potential of "open play" - play that does not necessarily result in an outcome of victory or defeat. Using the lens of James P. Carse's "Finite and Infinite Games," a book that is widely influential outside of game design circles, but is not well-known among game designers, Richard will examine the recent revolution in experiential, reflective and expressive games with the goal of expanding our thinking about game design of all kinds, and the personal and moral value that can be found in games.

More Science Behind Shaping Player Behavior in Online Games (32:39)
Speaker: Jeffrey Lin
Company Name: Riot Games
Track / Format:Design
The next evolution of multiplayer game design and community building is to give players the tools to build their own online communities and moderate them. To show the impact of this philosophy, Riot Games will use social network analysis to map out how player behavior spreads in League of Legends and what we can learn from player interactions to make the Internet a better place. We'll discuss how Riot leverages machine learning to "learn" at massive scale what players believe is OK or not OK in the community and deliver feedback to players, and how these cutting-edge techniques can be applied to curate any online community.

game < design (57:25)
Speaker: Stone Librande
Company Name: Riot Games
Track / Format: Design
Game designers frequently emphasize the "game" part of their title. In this inspirational talk, Stone will focus on the "designer" aspect. How is game design similar to other forms of design, such as fashion design, automotive design or industrial design? What can we learn from these other disciplines that will help us grow as game designers, both personally and professionally? Stone describes his own personal design journey and the lessons he has learned along the way. Topics will include design history, the lives of famous designers, techniques taught in design schools, and the philosophies of world-class design studios.

The Art of Hearthstone: Playing the Cards You're Dealt (26:20)
Speaker: Ben Thompson
Company Name: Blizzard
Track / Format: Visual Arts
How do you make a game built around collectible cards in a digital space that is visually compelling and still feels anchored in the World of Warcraft universe? This talk will discuss how a clear set of guiding principles, relentless iteration and a healthy dose of creativity made all the difference in Hearthstone's pursuit of a new way to play digital card games.

50 Camera Mistakes (1:00:53)
Speaker: John Nesky
Company Name: thatgamecompany
Track / Format: Design
The entire experience of playing a game is framed by its camera, but the addition of the third dimension has brought more than a few twists that torment players to this day. Cameras have potential as a powerful storytelling tool, but before they can realize that potential, they must meet the player's needs. Undermining sense of direction, impairing judgment of distances, breaking line-of-sight, triggering simulation sickness, or simply being useless are just a few of the failure cases we've all seen in game cameras. John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor choices that he and other game developers have made, and most importantly, how to fix them.

Concurrent Interactions in The Sims 4
Speaker: Peter Ingebretson, Max Rebuschatis
Company Name: EA (Maxis)
Track / Format: Programming
In real life, people often do several things at the same time, but games typically limit agents to performing actions sequentially. For The Sims 4, we developed a system for authoring interactions that allows simulated people (called Sims) to express multiple concurrent behaviors. Interactions are largely data-driven and are defined in terms of constraints, which specify the state a Sim must be in to perform the interaction. Constraints are used to test whether interactions are compatible, and to drive decisions that Sims make about whether, how and where to perform an interaction. This system allows Sims in The Sims 4 to convincingly eat, watch TV, chat with other Sims, express emotion, and perform many more behaviors simultaneously. We believe that this powerful and simple technique could be applied to a similar effect in your game too.

Enhancing Sportsmanship in Online Games (57:20)
Speaker: Jeffrey Lin
Company Name: Riot Games
Track / Format: Design
Sportsmanship helps players win games, but win or lose, sportsmanship also helps make games more fun. Sportsmanship already widely exists in online games, and online gaming communities like LoL are filled with players who exhibit sportsmanlike conduct. We believe that the next evolution of online game design involves making sportsmanship the path of least resistance - supporting sportsmanlike figures among everyday players. In this talk, Jeffrey will discuss the lessons we've learned trying to create features and content that facilitate and amplify positive player interactions inside and outside an online game. For example, the talk will present the latest findings in group dynamics and social psychology to show how different compositions of players can greatly affect the level of cooperation. By combining the latest research from online games with classic psychological theories, Jeffrey will show how to guide and shape the development of features that can enhance sportsmanship in online games.

What You Don’t Know IS Hurting You: How Aggressive User Research Improved Resistance 3
Speaker: Drew Murray
Company Name: Insomniac Games
Track / Format: Game Design
Watching a formal usability test of Resistance 2 was an eye-opening experience for developers at Insomniac Games. Players were struggling with FPS basics such as aiming and navigating, as well as hallmark Resistance features such as exotic weapons. The game was simply not being played the way we expected or wanted.
After this unpleasant surprise, Insomniac committed itself to ensuring that real gamers could enjoy Resistance 3 the way it was meant to be played and that doing more user-research was the best way to accomplish this. Resistance 3 Lead Designer Drew Murray will explain the methodologies and techniques Insomniac used to conduct user-research on Resistance 3, including specific examples of how core controls, weapons and pacing were improved.

You Own the Game but the Community Owns You (27:35)
Speaker: Bob Holtzman
Company Name: Squad
Track / Format: Business, Marketing & Management
Gamers believe they own the brands, which is a bit of a dilemma for the developers and publishers who have to make decisions based on a much broader need base than a vocal minority. Ideally, game companies won't make or need to make decisions that go against this outspoken group, but often there is a need. So gamers feel jilted, like the game cheated on them, when they never understood the nature of their relationship.

Environmental Audio and Processing for VR (57:13)
Speaker: Nicholas Ward-Foxton
Company Name: Sony Computer Entertainment
Track / Format: Programming
Environmental audio requires differing approaches in virtual reality to standard surround and television-based game design. This talk will center on these differences to try and show people how to alter their usual approaches to get the best VR experience and help achieve "presence" in the virtual world. It will focus on audio processing and cover topics such as obstruction/occlusion, reverberation, distance modelling, binaural processing, ambiance and the human auditory system. Examples will be shown for each, and techniques used will be explained to help guide others down this new pathway in interactive audio design.

Good Talks from Valve Dev Days

Valve Dev Days talks are all available on Youtube! Just follow the links.
What VR Could, Should, and Almost Certainly Will Be within Two Years
Speaker: Michael Abrash Company Name: Valve
YouTube pdf ppt
We’ve figured out what affordable VR hardware will be capable of within a couple of years, and assembled a prototype that reveals that that level of VR hardware is capable of stunning VR experiences. That hardware is almost certainly going to appear in that timeframe, and it will be worth starting to develop for it now. This talk will discuss what that hardware is, and what it makes possible. A few attendees will be randomly selected to try out the prototype after the talk.

Community and Communication in Games-As-Services
Speaker: Robin Walker Company Name: Valve
YouTube
Although there has been a robust discussion in our industry about how the transition to games-as-services affects the way we build products, we feel there hasn’t been enough focus on how that shift changes the ways we all should interact with customers. This talk will cover the methods, reasoning, and philosophy behind Valve’s communication and customer interaction. Areas of development we’ll be examining will be everything from feature design to community management to marketing. Recommended for anyone working on living / iterating products (which we think is pretty close to everyone in attendance at Steam Dev Days).

In-Game Economies in Team Fortress 2 and Dota 2 (38:58)
Speaker: Kyle Davis Company Name: Valve
YouTube pdf ppt
A look at the multi-year history and development of the in-game economies and microtransaction systems in Team Fortress and Dota, including some of the surprises we encountered and some of the lessons we've learned that we think are applicable to a wide range of products.

Good Talks from Oculus Connect

Oculus Connect talks are all available on YouTube. Just follow the links!
OCULUS CONNECT: INTRODUCTION TO AUDIO IN VR
Speaker: Brian Hook
YouTube
Audio Engineer, Brian Hook, discusses introducing Audio in Virtual Reality at Oculus Connect.

Good Talks from Unite

Unite talks are all available on YouTube. Just follow the links!
The Reality of Authoring in the Virtual Frontier (1:01:29)
Speaker: Panel Discussion (Unite 2014)
YouTube
This panel discusses the challenges of creating content for the new and upcoming virtual reality hardware.

Good Talks from AI Game Dev

Biomechanically Animated Dolphins in Shark Eaters (1:26:54)
Speaker: Omar Ahmad and Promit Roy, posted on January 31, 2015 (AI Game Dev Interview)
This interview with Omar Ahmad looks at the animation technology in mobile game Shark Eaters: Rise of the Dolphins. The game features a different system that animates skeletal rigs — inspired by neurology and learning of motor control. The result is smoothly animated fish and water mammals whose behavior partly emerges from the animation.

The Technology Behind Versu: A Simulationist Storytelling System (1:15:40)
Speaker(s) Alex J. Champadard, Richard Evans
Track AI Programming
Date March 14, 2014
This interview with Richard Evans (to be scheduled) will dig into Versu's text-based interactive dramas. You'll learn how the simulation models social practices as a way to coordinate between multiple agents, implemented using reactive joint plans. You'll see how this enables purposeful deliberative behavior while not taking away control from any of the characters in the simulation.

submitted by Dahaka102 to gamedev [link] [comments]


2018.02.20 20:10 ScaryBee Leaderboards In Incremental Games With Massive Numbers

Hi all, so I'm currently working on adding leaderboards to the mobile version of Swarm Sim. For anyone who hasn't played it this is a game where the numbers get big, really big. Late game it's not uncommon to see things getting into the 10e1000s range.
This creates a problem for leaderboards because most of the 3rd party 'boards out there (Google / Apple / Kongregate / Playfab) will only support integers (which only go up to the billions level) or maybe float (which only go up to ~10e38) data types. So ... how do we represent ranking when the numbers you're ranking players on get too big to fit in any conventional leaderboard?
One way could be to truncate the number to a single digit and put the exponent first (1.23e456 would become 4561, 4e50 becomes 504, etc.) which would 'work' but is a bit confusing for the player.
Any other suggestions? Anyone seen a good solution for this in any of the other games out there?
submitted by ScaryBee to incremental_games [link] [comments]


2016.03.22 20:02 Ziakyra Does incremetal games use alot of data?

So im going in a vacation this easter, and was thinking about buying like 1gb of data on my phone, and use the phone as a wifi device for my laptop.
Anyone know roughly how much a unity/flash game uses of data ? Right now im kinda hooked on Swarm Sim on kongregate.
If anyone have a clue, I would be happy!
Sincerely, Zia
submitted by Ziakyra to incremental_games [link] [comments]


Kongregate Shift 3 Hacks (Other) How to back-up your Kongregate game save data on Vista [User Script] Kongregate Statistics Sender SOL files on kongregate - get u over 500 pts HOW TO USE SIM CARD DIRECTLY ON LAPTOP - YouTube How To - Install SIM Cards in Lenovo Laptops and Tablets ...

Days Sim Date Games Pacthesis Games

  1. Kongregate Shift 3 Hacks (Other)
  2. How to back-up your Kongregate game save data on Vista
  3. [User Script] Kongregate Statistics Sender
  4. SOL files on kongregate - get u over 500 pts
  5. HOW TO USE SIM CARD DIRECTLY ON LAPTOP - YouTube
  6. How To - Install SIM Cards in Lenovo Laptops and Tablets ...

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