Leveraging Community So People Care About Your Game

May 22, 2016 — by Industry Contributions


Leveraging Community So People Care About Your Game: 4 ways to generate interest in your game outside of traditional news

by Kenny Johnston of Pocket Gems

Getting people excited about your mobile game is hard work. Whether it’s press, streamers or some unlucky bystander that you’ve cornered at a bus stop, people often just don’t care. This can be a sobering experience for someone who’s poured their blood, sweat and tears into a game only to see it fall on glazed eyes and deaf ears. This is also the main reason why so many developers you meet have that haunted sporadic eye twitch that’s usually reserved for DMV workers and bomb squads.

But you know what’s 100 times harder than getting someone to notice your game when it launches? Getting someone to care about your game after it launches. Even if you have a roadmap chalk full of updates, nerfs, buffs, new characters and customizable skins, pitching a game that’s already launched often feels like trying to get Miley Cyrus to go to prom with you (but with less press coverage). Without product updates, this gets even more challenging. Most PR will generally tell you to focus on momentum like revenue, downloads, and in-game metrics. However, in today’s landscape everyone outside of your competitors will still usually receive this with a symphony of yawns and eye rolls.

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Defold by King: For Those Who Want to Use This engine, Not to Compete with the Others

May 11, 2016 — by Orchid


At GDC 2016 King presented the Defold that is now available for anyone who wants to make games, pointing out its advantages as being lightweight, cross-platform, highly optimized and aimed on cross-function teams. Gamesauce tried to define the niche Defold is aiming to occupy in the settled and competitive engines market, with known favorites for both aspiring and experienced devs, and why King thinks their engine has high chances for success.

King’s CTO and co-founder Thomas Hartwig explained his vision of why Defold has its specific audience to engage.

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Gert-Jan Stolk: Feeling the Need for Speed

May 8, 2016 — by David Radd

Gert-Jan Stolk

SpeedRunners recently sprinted across the finish line to a full release after five years in development. It’s been a long process, but after a few years using Steam Green Light, awards from SXSW and Indie DB and various play-throughs by famous YouTubers, it’s now fully released for Steam, with an Xbox One release coming later.

We talked with Gert-Jan Stolk of DoubleDutch Games about SpeedRunners. They detail how publisher tinyBuild helped with the game’s aesthetic, how SpeedRunners eventually became an eSport and why indie developers should have a back up plan because their first game probably won’t be profitable.

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Shelley LK: Gaming the Top Talent in the World

April 7, 2016 — by David Radd


Online platforms make launching a game to a worldwide audience easier than ever. It’s also possible now for a developer to come from any country and make a game that makes a huge splash in every region. With this in mind, IPC Ventures has launched their Gaming Top Talent competition, designed to draw in the best young developers of online mobile games.  The first batch of submissions will conclude on April 20, 2016.

Gamesauce spoke with Shelley LK, managing partner at IPC Ventures, during the post-GDC period and talked at length about the importance of industry events, challenges within the mobile industry, and how young developers will approach Gaming Top Talent, from application to the finale.


Poki Publishing: Helping Game Developers to Create Success

March 22, 2016 — by Industry Contributions


banner_300x200.inddPoki is a cross-platform casual games publisher, on a mission to create the ultimate online playground for kids of all ages. The Amsterdam-based company reaches more than 30M monthly active users on and has recently launched their first successful apps.

Working in a smart, iterative way has helped Poki to offer a great user experience to their global audience in 50+ markets. The company in its current form was founded in 2014, works with a team of 30 and goes on a yearly company retreat to a tropical island in January. They are now opening their way of working to game developers.

Poki at Casual Connect Europe 2016
Poki at Casual Connect Europe 2016


Growing Pains: Indie Developer JOY Entertainment Discovers Success and Lessons

March 16, 2016 — by Casey Rock


JOY-logo-720x582Starting your own company is a learning experience for everyone. The founders of JOY Entertainment are no exception. The indie studio first formed in 2012 with the goal of bringing high quality games and joy to players everywhere – but the road to success is often paved with hard-learned lessons.

Initially, the founders all worked at Gameloft SEA while focusing on their indie studio part time. While they all have history working on big mobile titles, co-founder and CEO Le Giang Anh says not devoting all attention on the new studio was a fatal mistake. In order to really make a quality game, Anh recommends focusing 100 percent of your efforts to your indie project.

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Flexible Approach Fosters Creative Art at Panza Games

January 11, 2016 — by Steve Kent


Beba Balasevic, game designer and product owner at Panza Games, says her company started in pretty much the usual manner: A group of young enthusiasts wanted to do something on their own and became entrepreneurs.

“There was just one minor difference: We were not really very young,” Beba says. “(We were) all in our 30s, tired of prior experiences we didn’t enjoy from outsourcing, freelancing, public and private companies and so on.”

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Narrative Designer Puts Twist on Hero’s Journey Formula

December 16, 2015 — by Steve Kent

Maria Kravtsova
Maria Kravtsova
“It took us some time,” Maria says, “But it was definitely worth it.”

Video games offer unique opportunities for storytelling, and, in rare cases, they can give us new perspectives on literary technique mainstays.
A couple of years ago, Maria Kravtsova attended one of Christopher Vogler’s writing workshops in Moscow. In it, he described the Hero’s Journey — a common plot structure found throughout adventure and mythic storytelling. The pattern, as famously summarized by Vogler, takes a protagonist through a 12-step tale of unknown territory, challenges and transformation, starting with a Call to Adventure.

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Indie & Sons: Father, Teens Design Game Reaching 1M+ Downloads

December 1, 2015 — by Steve Kent

“Me and Josiah, we basically took ourselves to Game Strategy University,” Brian says. “I probably bought like $400 worth of books. We went to several conferences, we talked to people.”

Josiah Davis was nearly 15 years old going into his first pitch meeting with a potential investor. He and his father, Brian, sat in an upscale Bay Area hotel preparing to deliver a pitch for PaperChase, the paper airplane-flying game they’d been designing over the past months and years.
“It was the longest wait,” Josiah recalls.
“It wasn’t like he was late,” Brian adds. “It was just so stressful, waiting for him to turn the corner, and we’re sitting there all dressed up in this really nice hotel.”


The Evolution of Engaging Games

November 18, 2015 — by Bob Heubel from Immersion


By: Bob Heubel, Senior Manager, Gaming & Content Services at Immersion Corporation

Video games weren’t always played at home. When the industry first started, video games were found in arcades alongside rows of pinball machines. From the beginning the very idea of playing a video game was engaging to players because they could interact with content on a video display like never before. This was a novel idea; unlike starring passively into TV screens. Now they could compete and challenge others just like pinball, but with fictional environments as wild as their imagination.