One of the best talks I've seen. Super practical, very applicable, very direct. Having even estimated numbers is super useful for helping indie devs to know what to expect. It's exactly the kind of info that's so important to have and can only come from people with experience in the industry. The hierarchy makes it flexible to a wide range of developers.
It was one of the most informative GDC videos I have watched recently. I was more or less able to make a list of what I need to spend money on, thank you.
I made two things for the F-Tier list: An Amiga 500 demo (not a Amiga game, showcased at Evoke 2024) + Game themed motocycle decals (not a racing game) I had a blast making both of those tho and it was more for myself than anything else ^^
Also S-Tier - saving my soda cans from development, melting them down, and lost-PLA casting my game characters, then giving them away to fans. (My game currently has 0 fans)
Not a bad talk, but I kinda feel like if you have tens of thousands of dollars or even hundreds of thousands to spend on marketing, you don't need this video to begin with. You ought to already have the resources to find this stuff out and hire anyone necessary to make things happen. Wish it focused more on max $1000 budget first-time indie devs. Most don't have massive amounts of budget.
I can recommend Chris Zukowski, the idea of marketing just being an amplifier is kinda similar but he have a more data focused and feasible approaches. Also he spesifically talk about Steam that kinda narrows the platform releases but beacuse of that he provides lots of insights on preferences of player, success of genres, revenue generated etc
05:00 Why is he claiming he worked on 10 million games LMAO. He says he's been in the industry for over 10 years so at an estimate 10,000,000 games / 3650 days = 2,739 games a day. Okay buddy
One of the best talks I've seen. Super practical, very applicable, very direct. Having even estimated numbers is super useful for helping indie devs to know what to expect. It's exactly the kind of info that's so important to have and can only come from people with experience in the industry. The hierarchy makes it flexible to a wide range of developers.
It was one of the most informative GDC videos I have watched recently. I was more or less able to make a list of what I need to spend money on, thank you.
Very nice talk. Good to see someone break things down in an actionable, hierarchical way like this. Thank you!
Great conference! Thanks!
Best talk I've seen in a while!
I made two things for the F-Tier list: An Amiga 500 demo (not a Amiga game, showcased at Evoke 2024) + Game themed motocycle decals (not a racing game)
I had a blast making both of those tho and it was more for myself than anything else ^^
Amigaaaaaaaaaaaaaa!
Also S-Tier - saving my soda cans from development, melting them down, and lost-PLA casting my game characters, then giving them away to fans.
(My game currently has 0 fans)
Nice talk, cover many good stuffs
Good stuff!
I am Thomas' biggest fan!!!!!!!!
Really good talk
Not a bad talk, but I kinda feel like if you have tens of thousands of dollars or even hundreds of thousands to spend on marketing, you don't need this video to begin with. You ought to already have the resources to find this stuff out and hire anyone necessary to make things happen.
Wish it focused more on max $1000 budget first-time indie devs. Most don't have massive amounts of budget.
Step 1: Make a good game
As if
There are so many good games coming out these days that merely making a good game isn't enough.
But it is indeed step one of a long list of steps !
Define "good"...
@OdysseyHome-Gaming better than good enough, it seems.
@@arenkai that's why he said step 1
Your conference is good, but your drawings are better xD
Listening to this as I did laundry I was wondering why Arnold Schwarzenegger is doing a talk at GDC XD
I wish I had learned more from this
I can recommend Chris Zukowski, the idea of marketing just being an amplifier is kinda similar but he have a more data focused and feasible approaches.
Also he spesifically talk about Steam that kinda narrows the platform releases but beacuse of that he provides lots of insights on preferences of player, success of genres, revenue generated etc
SFX in 2024. Really?
Thank you for the talk though 🙏
The SFX were incredible
My marketing and development budget is zero
05:00 Why is he claiming he worked on 10 million games LMAO. He says he's been in the industry for over 10 years so at an estimate 10,000,000 games / 3650 days = 2,739 games a day. Okay buddy
games valued/generated revenue of 10M$
@@goodboy1522 then why not say or write that then?
I think it's just a joke?
His mother is very proud