Planning For The Win
summary
Panel gives concrete, repeatable steps: run a 90-day plan (talk 30 days before launch, low funding goal, demo ready, daily updates), treat Kickstarter as momentum-driven (one project raised $120,000 on launch), and persistently share assets across platforms. Publishers offer more than money: expect porting/co-development and analytics-driven fixes (they found a progression cliff and rebalanced levels). Examples include a rollerskating rhythm-dating prototype, a tabletop Swordsfall pivot, and an accessibility-focused arcade port supporting many inputs. Practical takeaways: know your audience, build partnerships, and align business design with creative design.
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chapters (10)
- 0:00Start
- 0:05Forging Your Own Career in Games
- 3:03Kevin Zhang
- 3:58Icebreaker Question What Game Inspired You To Decide that You Wanted To Make Games
- 5:59Journey
- 6:53Vampire the Masquerade
- 16:03What Are the Key Lessons That You'Ve Taken Away from Your Experience
- 18:19The 90 Day Plan
- 26:22Game Design Philosophy
- 41:13Artist Grants
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