So far, game designer Nick Pendriis has showed us how to come up with a new gaming concept, how to turn that into a usable design, evolve your design into a workable plan, begin building the game, create its various assets, and how to test and fix it before publishing.
When your game goes live, the work doesn't end, of course. Now it's time to make sure the world knows your game exists, and this is one of the trickiest aspects of game creation.
As we continue our exclusive serialisation of Pendriis's ebook, So... You Want to Make Video Games?, we now move on to promoting and supporting your brand new game.
You can get up to speed with the other features in this series using the links below, afterwhich Pendriis will introduce us to this essential phase of his game design system.
- CONCEPT: Find a strong idea.
- DESIGN: Make test versions and create a blueprint.
- PLAN: Organise the project carefully.
- BUILD: Create the computer code.
- ASSETS: Create visuals, audio and words.
- TEST. FIX & PUBLISH: Look for problems, resolve them, release the game to the public.
- PROMOTE and SUPPORT: Announce the game and respond to feedback.
Here's Nick Pendriis to give you a bit more about the testing, fixing and publishing phase.
A game doesn't sell by magic, no matter who made it. If you want to sell your game, you need to tell people about it! Logically, the more people that know about your game, the more likely it is that people will play it.
If you have a multi-million dollar budget then you can advertise with the best of them. Splatter banners over the web, get some prime-time TV slots and make sure your game is top of all the search results.
Then associate with big name brands and get your game on their products. Give stuff away in big competitions. Basically, do anything you can to get people seeing and talking about the product. That's how it works for the big boys but maybe you don't have a million dollars for advertising, so what other options are there?
Well, plenty.
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