This is awesome, thank you for sharing this info! I've been working on my game since December 2023 as a solo dev and my SO just joined me. Trying to start a Studio/Brand but I need to post more often and I've slowed on my social media use since being younger, I can't catch up, lol
Validation is more like the step in-between market research and starting full production. It's where, having decided on a genre and target audience, you test out if your theory holds true and refine the detail of exactly what people want. Ultimately see if there's a product-market fit. You're right that having a publisher sign your game is fantastic validation, but these days, publishers often want you to do the validation yourself first. They want to see wishlists and viral social media posts and people joining your community just through word of mouth (which is also what you want if you're self-publishing)
Fantastic video as always. I finally decided to return to Unity after a couple of years' break from game development due to health issues. I was wondering if you could make a more niche video, specifically an explanation of how to create videos where you talk about and explain game development. This would help people like me who think it's best to create videos to use for studying. I hope you will consider my idea. Keep up the great work! I just noticed that I wasn't subscribed despite watching your videos, but I subscribed immediately. P.S. I think the tutorial would be perfect if it included an explanation of how to make videos, such as which parts of the recording to keep and which to cut, or how to avoid making the video boring.
Self publishing the game is really scary. Thanks for the advice. While publishers want at least 50% of the game's revenue, this option is worth considering, but it can really scary
I never have the idea of walking to publisher to publish my game. It's always the idea of self-publishing since the very beginning. Maybe I grew up with accessing to people have their own websites to publish their games? The publisher dream is actually the 90s thing though, since that era didn't have much digital platforms to host your own games. Only a few people made their landing pages, but gamedev back then still mostly analog stuffs. Me grew up in 2ks, It's such a digital dreamland. It's the very definition of "American dream" even though I'm not American. Maybe that's why I developed the tendency to be independence.
2017-2020 was the Steam "Indiepocalypse", with higher competition for eyeballs - the pandemic was really when easy publisher/VC money started flowing. Otherwise loved these tips, esp localization & console-porting. Indies should consider mobile as well, particularly if the game lends itself to shorter sessions (5-15min) and isn't too resource-hungry.
Hey I'm working on a mobile game! 😊 will be the first game I actually finish. And that's the main thing I keep reminding myself Is that I need to keep it simple
@@FFTVRUclips If you keep in mind - can I play this while waiting for the bus, at the doctor's office, in the bathroom, etc? - that's a good scope-check. Good luck!
Content great as always 👌👌 . On a random note .. i was watching the video on my phone and i noticed a hair on the screen just on the Right side .. i went crazy trying to remove it until i realized it was a branch from a plant on the background. 😂.
I prefer self publishing my game, I do not want anyone to dictate me nor telle how my game should be ..I have already spent $10k on it and will spend another $5k by October. So I do not need any publisher money to develop my game
Hello, i have worked on a game for a year and its 50% finished and i took a short break that turned into a longer break so i haven't work on my game for at least 8 months. Do you have any helpfoul tips to go back to the project i feel its going to be hard.
How does an indie dev prevent/delay/deal with piracy? Because I think that pirating a AAA game from a huge company isn’t all that bad but does it impact sales for indies?
So, the short answer is, you don't. Your game will get pirated no matter what, even AAA games end up being pirated given enough time, so it's generally not worth it to spend time on developing anti piracy measures. Another thing to consider is that people who pirate your game generally aren't the ones planning on buying the game in the first place, so you're often not actually losing out much earnings potential. One other thing to consider if you're having a large piracy problem is taking another look at your pricing, especially in Asia and South America, having bad pricing that's not representative for those country's purchase power, will lead to more piracy. -M
Once you published, the name is yours in specific medium. So let's say you publish videogame with the name "Gohk". Then nobody can name their videogame as "Gohk". But if you want to make reservation on the name "Gohk" in case you want to do other stuffs like selling merches. Then you gotta register your trademark, which will become "Gohk" ^tm, instead of just "Gohk". I did the extensive research, so I hope many people will benefit in this.
@@dreamingacacia Not sure if this is correct ....... Just few days ago I have seen a video about a game with a cat with the title "Back To Home", after searching a little bit I have found out that at Steam is also an other game about a wolf announced/in production with also the same title.
@@paluxyl.8682 You can't own common words. The entire "Back To Home" are consisting of common words. But this case the owner would be the one published first. There is no law enforcement here unless the people involved are bringing them to the legal office. While the copyright laws might not be the same in every countries, the fundamental are similar. My country is similar to how the US function in this sense. Normally there would be negotiation and mediation instead of getting into the court. If the owner didn't say anything about someone else taking the name which could make people confused, then it's their lost. Essentially despite owning the names, you must be protecting yourselves. Nobody gonna come and deal with it for you. If you don't think what I said is true, then find official documents to argue. Your example won't make it any true. I studied those documents extensively to make sure about the copyright stuffs.
@@dobrx6199And Guild Architect will fail as well... I like their videos, but I don't think these guys have it in them to make a great and commercially succesful game.
Placing a game on platform store is technically publishing it. An example of self-published game that reached large audience mostly through content creators is Supermarket Simulator. How do you get 107k twitch viewers is the real question if you're relying on this 'marketing' path.
Thanks for all that you do! I started working on my game again, and you guys inspire me.
Last 3 days I was watching only your videos . Studing taking notes. Working on things you've said. Now another new video. 🎉😮😍 Excellent.!!
Added to my "publishing" bookmark folder, I will watch it again when the time comes :)
How crazy that the narrative has shifted from "Get ur page up asap" to "make a polished steam page before u publish it"
It's getting even worse now tbh with the new approach to Steam demo's being a seperate game almost... -M
This is awesome, thank you for sharing this info! I've been working on my game since December 2023 as a solo dev and my SO just joined me. Trying to start a Studio/Brand but I need to post more often and I've slowed on my social media use since being younger, I can't catch up, lol
We don't have a publisher, but that is something we are considering for future games. Thanks for the tips!
Validation is more like the step in-between market research and starting full production. It's where, having decided on a genre and target audience, you test out if your theory holds true and refine the detail of exactly what people want. Ultimately see if there's a product-market fit.
You're right that having a publisher sign your game is fantastic validation, but these days, publishers often want you to do the validation yourself first. They want to see wishlists and viral social media posts and people joining your community just through word of mouth (which is also what you want if you're self-publishing)
Fantastic video as always. I finally decided to return to Unity after a couple of years' break from game development due to health issues. I was wondering if you could make a more niche video, specifically an explanation of how to create videos where you talk about and explain game development. This would help people like me who think it's best to create videos to use for studying. I hope you will consider my idea. Keep up the great work!
I just noticed that I wasn't subscribed despite watching your videos, but I subscribed immediately.
P.S. I think the tutorial would be perfect if it included an explanation of how to make videos, such as which parts of the recording to keep and which to cut, or how to avoid making the video boring.
Awesome info as always, thanks for the video!
Self publishing the game is really scary. Thanks for the advice. While publishers want at least 50% of the game's revenue, this option is worth considering, but it can really scary
I never have the idea of walking to publisher to publish my game. It's always the idea of self-publishing since the very beginning. Maybe I grew up with accessing to people have their own websites to publish their games?
The publisher dream is actually the 90s thing though, since that era didn't have much digital platforms to host your own games. Only a few people made their landing pages, but gamedev back then still mostly analog stuffs.
Me grew up in 2ks, It's such a digital dreamland. It's the very definition of "American dream" even though I'm not American. Maybe that's why I developed the tendency to be independence.
Great video!
2017-2020 was the Steam "Indiepocalypse", with higher competition for eyeballs - the pandemic was really when easy publisher/VC money started flowing. Otherwise loved these tips, esp localization & console-porting.
Indies should consider mobile as well, particularly if the game lends itself to shorter sessions (5-15min) and isn't too resource-hungry.
Hey I'm working on a mobile game! 😊 will be the first game I actually finish. And that's the main thing I keep reminding myself Is that I need to keep it simple
@@FFTVRUclips If you keep in mind - can I play this while waiting for the bus, at the doctor's office, in the bathroom, etc? - that's a good scope-check. Good luck!
Some good advice.
Content great as always 👌👌 . On a random note .. i was watching the video on my phone and i noticed a hair on the screen just on the Right side .. i went crazy trying to remove it until i realized it was a branch from a plant on the background. 😂.
oh great, now I can't unsee it 🥲
Make a game that you yourself would want to play when watching the screenshots or trailers.
Make a Video on How to make Games like a process of it like where do yu start do you plan first or start with mecanics ??
Have you seen this video yet? ruclips.net/video/6cU3ru8NSWQ/видео.html -M
@@bitemegamesMy bad thx
I prefer self publishing my game, I do not want anyone to dictate me nor telle how my game should be ..I have already spent $10k on it and will spend another $5k by October. So I do not need any publisher money to develop my game
But if you pick a trendy genre, how do you know that it is still trendy in one to five years when you are done? I'd say, make the game you love.
Hello, i have worked on a game for a year and its 50% finished and i took a short break that turned into a longer break so i haven't work on my game for at least 8 months.
Do you have any helpfoul tips to go back to the project i feel its going to be hard.
I would suggest watching dev logs on indie game development so you can get back into the environment of making games
Hi I would advice you to go for it and if you need any help with publishing your games on Steam or Epic, I can help you with that.
3:49 which tool do you using ?
gamalytic.com/ -M
How does an indie dev prevent/delay/deal with piracy? Because I think that pirating a AAA game from a huge company isn’t all that bad but does it impact sales for indies?
So, the short answer is, you don't.
Your game will get pirated no matter what, even AAA games end up being pirated given enough time, so it's generally not worth it to spend time on developing anti piracy measures. Another thing to consider is that people who pirate your game generally aren't the ones planning on buying the game in the first place, so you're often not actually losing out much earnings potential.
One other thing to consider if you're having a large piracy problem is taking another look at your pricing, especially in Asia and South America, having bad pricing that's not representative for those country's purchase power, will lead to more piracy.
-M
@@bitemegames thank you!!
updoot for the algogods
haha I love splattercatgaming hes the GOAT
What about rights protection? I don't want that somebody steal name of my game
nobody is going to steal the name of your game
Honestly nobody cares enough to steal your game idea of it's name lol
Once you published, the name is yours in specific medium. So let's say you publish videogame with the name "Gohk". Then nobody can name their videogame as "Gohk". But if you want to make reservation on the name "Gohk" in case you want to do other stuffs like selling merches. Then you gotta register your trademark, which will become "Gohk" ^tm, instead of just "Gohk".
I did the extensive research, so I hope many people will benefit in this.
@@dreamingacacia Not sure if this is correct ....... Just few days ago I have seen a video about a game with a cat with the title "Back To Home", after searching a little bit I have found out that at Steam is also an other game about a wolf announced/in production with also the same title.
@@paluxyl.8682 You can't own common words. The entire "Back To Home" are consisting of common words. But this case the owner would be the one published first. There is no law enforcement here unless the people involved are bringing them to the legal office. While the copyright laws might not be the same in every countries, the fundamental are similar. My country is similar to how the US function in this sense. Normally there would be negotiation and mediation instead of getting into the court. If the owner didn't say anything about someone else taking the name which could make people confused, then it's their lost. Essentially despite owning the names, you must be protecting yourselves. Nobody gonna come and deal with it for you. If you don't think what I said is true, then find official documents to argue. Your example won't make it any true. I studied those documents extensively to make sure about the copyright stuffs.
What game name? 0:12
My Time At Portia -M
Rhode Island likes giving grants to game devs 😏
Day 14 of asking for Melon-Pan tier list.
All the melon-pan I had in the past was pretty mid. But melon ice cream though. 🔥
Would BitemeGames consider becoming a publisher?
They don't have the time or money for that right now lol, definitely gotta release guild architect as a huge success before they'd even consider that
@@dobrx6199And Guild Architect will fail as well... I like their videos, but I don't think these guys have it in them to make a great and commercially succesful game.
Placing a game on platform store is technically publishing it. An example of self-published game that reached large audience mostly through content creators is Supermarket Simulator. How do you get 107k twitch viewers is the real question if you're relying on this 'marketing' path.