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Planning For The Win

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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.

AI-written summary · about

  1. 0:00Start
  2. 0:05Forging Your Own Career in Games
  3. 3:03Kevin Zhang
  4. 3:58Icebreaker Question What Game Inspired You To Decide that You Wanted To Make Games
  5. 5:59Journey
  6. 6:53Vampire the Masquerade
  7. 16:03What Are the Key Lessons That You'Ve Taken Away from Your Experience
  8. 18:19The 90 Day Plan
  9. 26:22Game Design Philosophy
  10. 41:13Artist Grants
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