Indie Game Business Sessions: Air edition 2021
2021-06-15..2021-06-18
-- online --
[Indie Game Business Sessions: Winter 2020, Indie Game Business Sessions: Air edition 2021]
as the organisers put it
Join the longest running virtual B2B event in video games for a special PC and Console focused event.
who it's for
indie developers, founders and studio heads, indie publishers, game marketers, community managers, business development managers, legal and contract managers
topics
steam wishlist growth strategies; steam events and demos; console self-publishing process; revenue share contract clauses; pitch deck construction and timing; kickstarter campaign mechanics; pr and press outreach; paid ads for wishlists; demo analytics and iteration; live ops for midtier games; grant funding and applications
| title | author | length |
|---|---|---|
| How To Market A Game: The AMA! | Chris Zukowski | 59m |
Practical marketing tactics and hard numbers: use Steam Next Fest timed as the last festival before launch to maximize wishlist spikes, keep a playable demo… | ||
| Increasing Your Steam Wishlist Through Online Events | Artur Karpiński | 01h 17m |
Uses Steam events (Next Fest, Tiny Teams, DreamHack, Gamescom) to turn demo visibility into wishlist spikes — demo + Splattercat video = major peak, a Reddit… | ||
| Revenue Share Agreements in the Game Industry | André Schenini Moreira | 55m |
Explains concrete clauses to put in a revenue‑share deal: define 50–50 to 80–20 splits and exactly what “net revenue” deducts; structure funding as a… | ||
| Pitch Deck Review Session: LIVE! | Kimberly Rodatos | 01h 04m |
Weekly Discord pitch reviews run Thursdays 2pm ET and focus on concrete fixes: put contact on first slide, show current status on timeline. Advice covers… | ||
| Self Publishing Your Game On Consoles | Khalil Abdullah, Ahmed Abdullah | 55m |
Self-publishing a console game over eight years while holding day jobs produces a finished title shipped to Xbox One, PS4, Switch and Steam; marketing focuses… | ||
| Story, Characters & Worlds - A Compact Masterclass | Christian Claes Fonnesbech | 01h 01m |
Argues that stories must be planned as assets: start with a clear premise/theme, write a grand backstory/origin and a timeline, then make a map and let time… | ||
| Indie Publisher Q&A Panel | Zhenghua Yang | 01h 02m |
Publishers see pitches every 30 minutes and want concrete proof: a playable demo or keys, short trailer (20–30s) and visuals first, plus a stated funding range… | ||
| PR and Indie Games: A Fireside Chat With Stephanie Tinsley Fitzwilliam | Stephanie Tinsley Fitzwilliam | 01h 03m |
Argues that PR spends marketing money to win earned coverage, warns against automation and promises avoid automation, prefers earned media to paid placements… | ||
| How To Promote Your Indie Video Game Using PR, Marketing, Events and Influencers | Charley Vaughan, Mario Kroll, Gareth Williams, Larry Kuperman | 01h 07m |
Advice centers on concrete tactics: send video first (the most-clicked link) and a store link second, build a five- to nine-month plan, and provide a trailer… | ||
| How to Grow Your Wishlists AND Community Using Ads | Chris Faylor | 56m |
Explains how to use Facebook and Twitter ad backends to grow Steam wishlists and social communities, showing objective choices… | ||
| Do's and Don'ts When Seeking Funding | Andrew Czarnietzki | 59m |
Raised about CAD 325,000 using programs like CMF and NRC IRAP and local support from Edmonton Screen Industries Office; applies to production, R&D… | ||
| Kickstarter AMA: Live with Anya Combs! | Anya Combs | 52m |
Defines success by creator goal not dollars, notes about 70% of pledges come from your existing community, recommends roughly a 5,000-person audience for a… | ||
| The Importance Of Contracts and Their Content (An Indie Dev Perspective) | Crystal Sciarrino | 59m |
An indie dev working on Critter Crops lays out concrete rules: use template contracts, pay a lawyer ~USD 300 to review, and sign agreements before anyone works… | ||
| Keeping the cash flowing in an Indie Studio | Stephen Swan | 59m |
Argues that the key is a simple weekly cash-flow forecast (minimum 12 weeks) built in a plain spreadsheet with an assumptions/sensitivity section; shows… | ||
| Successfully Working With Investors: Discussion Panel and AMA | Elena Lobova | 59m |
Four funding routes are described with concrete tradeoffs: short cashflow UA advances that start at four digits and can pay out in 2–3 days after proof of… | ||
| Data-Based Decision Making Throughout Your Game's Lifecycle | Alexis Miller | 58m |
Explains how to turn public signals into concrete projections: uses a rule of thumb of 40–70× reviews → estimated units sold, tracks review/day ratios, mines… | ||
| A Post-Mortem to Pivoting and Launching an Indie Xbox Game During the Pandemic | Miranda Lowry | 58m |
A two-person indie pivots a local couch multiplayer into a live online Xbox arena, implements Photon + PlayFab backend for real-time sync, matchmaking… | ||
| Blockchain For Gaming: Are We Too Early? | Thomas Shiva | 45m |
Argues that blockchain can concretely fix ownership of digital items (preventing the typical “you lose everything when servers shut down” problem) but shows… | ||
| Same Oars, Bigger Ship: Navigating AA(A) Live Ops with Indie XP | Sarah Spiers | 57m |
Indie production practices scale to live ops: a producer brain trust prototypes changes on a single engineering team, defines roles, and forces a prioritized… | ||
| Shaking Up Publishing For Living Games | Ella Romanos | 59m |
Fundamentally Games reframes publishing around live ops: the company runs a UA testing program, funds user acquisition for those tests, and only greenlights… | ||
| Why You Should Be Paying Attention To The African Indie Development Scene | David Olamide | 01h 02m |
Claims rapid growth with a cited 12% CAGR and Africa representing about 1% of global games but earning $570M+ in 2018, driven by a young, mobile-first audience… | ||
| nothing matches | ||