Flopping Successfully: Running a Studio Without a Huge Hit

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  • Опубликовано: 27 окт 2024

Комментарии • 24

  • @arenkai
    @arenkai Год назад +55

    This is an important topic !
    The general public doesn't realise that most of the industry is composed of small structures that go by unnoticed.
    Expectations need to be set properly when entering the game's industry, not everyone wants to work on big projects. And even if working on games that don't succeed massively can be heartbreaking, some would still prefer that to working in big structures.

  • @QuietPenguinGaming
    @QuietPenguinGaming 10 месяцев назад +3

    Such a great talk!! It's so refreshing to hear from game devs with a more "typical" experience - people who haven't made any hits but are happy just surviving and getting to make cool stuff.
    Living a life where you get to do what you want for a living with cool people sounds like the ideal life to me :)

  • @alec_almartson
    @alec_almartson Год назад +14

    Great Talk. 💯👏🏻
    In most of the cases, surviving with no big hits for a looooong time is a necessity.

  • @doublej69
    @doublej69 Год назад +9

    very inspiring talk. thank you

  • @julio1148
    @julio1148 7 месяцев назад +1

    Very inspiring. I wonder of their initial launch was disapointing because some other big game may have launched around the same time? I am no expert of course. The organic growth they’ve seen though must be reassuring that their product was of good quality!

  • @vapidfire68
    @vapidfire68 Год назад +2

    Thanks so much for this. I too am in a small studio and your perspective and advice are inspiring.

  • @vakuzar
    @vakuzar Год назад +6

    This was fantastic

  • @leolightfellow
    @leolightfellow Год назад

    Great lessons here. :)
    I think a big takeaway is the importance of the whole marketing/outreach kind of stuff, like having a booth at game exhibit things, conferences, conventions, etc.

  • @fabioecco
    @fabioecco Год назад

    Very inspiring and really important talk. Congrats!

  • @muzboz
    @muzboz Год назад

    Good talk, thanks. :D

  • @tiagomelogames
    @tiagomelogames Год назад

    Inspiring story!

  • @toymakergames
    @toymakergames Год назад +4

    Man that title cracked me up I had to watch 😂 good info thank you!

  • @ColonelKurtz
    @ColonelKurtz Год назад

    I thought they did another print run/reprint of A Feast for Odin...
    I guess they didn't print a ton because I can't seem to find it anywhere.

  • @davidcodeandart
    @davidcodeandart Год назад

    Great talk, this really helps (':

  • @ExpensivePizza
    @ExpensivePizza 5 месяцев назад

    The way I like to think about this is simple... 99.9% of people haven't seen your game yet.

  • @hakimitus
    @hakimitus Год назад +1

    30:43 sounds like he's using an alias for Prez Obama running a side hustle

    • @BillyViBritannia
      @BillyViBritannia 9 месяцев назад

      I was like "he definitely reminds me of someone" 😅

  • @MarioDoodles
    @MarioDoodles Год назад +2

    My game Remote Life had its success...and im a solo dev ❤

  • @boohoo5419
    @boohoo5419 9 месяцев назад +6

    they are really lacking game dev skills if they needed multiple people, 3 years and investors for these hobby project level games. the games looked like somehting done in a game jam. she describes herself as an lifelong artist but uses AI art in her presentation.. mhh.. idk.. i really wonder what her actual skills are. running a business? seems more like a therapy session then a GDC talk..

    • @sharpc-tudent
      @sharpc-tudent 9 месяцев назад +10

      Have you actually gone out and see the game or judged it as a hobby game by simply looking at the graphics? Also, these people seem to have no tech skills, a lot of people on dev jams have them and have done a lot of hobby games before. This was not the case at all for these people.

  • @zaidlacksalastname4905
    @zaidlacksalastname4905 Год назад

    Great talk. Thank you