IndieGameBusiness February Sessions 2024
2024-02-20..2024-02-21
-- online --
| title | author | length |
|---|---|---|
| 5 ways the UX of your toolset improves the quality of your games | Robin-Yann Storm | 59m |
Asks show the real bug was a rendering order problem not color — the translate gizmo rendered last made yellowing a band‑aid, so fixing render order or… | ||
| From Chaos to Harmony: The Dual Nature of Community Management | Ash Pletcher | 01h 02m |
Over six years of community management experience and nearly $10,000 raised for charity inform practical advice: expect high turnover from harassment, security… | ||
| How to Target the Market - Passpartout 2 Case Study | MIYA TOMOKO | 59m |
Passpartout sells about 1M copies sold across platforms (PC ~650k, mobile ~400k); Passpartout 2 launches PC April, Switch Nov, prices $20.99, currently ~80k… | ||
| Incubation Programs as Success Booster - What's in it for Game Developers? | AMANDA FÖRTSCH, MARGARETE SCHNEIDER | 01h 02m |
One‑year Games Lift Incubator in Hamburg gives teams up to five people €15,000 non‑repayable plus office space and a three‑month workshop sprint (two–three… | ||
| Indie Gold: Crafting Budgets and Scopes Publishers Can't Resist! | Kimberly Rodatos | 57m |
Shows a repeatable budgeting workflow: build design/art/tech docs, run market research (narrow ~2,000 → ~15 comparators), and plug numbers into a unit-sales… | ||
| Is Crowdfunding Still An Option? | Anya Combs | 59m |
Crowdfunding still works but it has shifted: Kickstarter remains dominant while Indiegogo offers flexible funding and Backerkit and Gamefound focus on pledge… | ||
| Lighting Round! Publishers Pitching to Developers | Kael Barend, Allan Adham, Patrick Johnson, Meg Clarke, Ella Romanos | 01h 06m |
Four publishers each give 5–10 minute pitches detailing concrete offers: a London indie pledges to publish 4–5 premium PC/console games a year, funds projects… | ||
| Marketing Masterclass: Practical tips for indie games on a budget | Tamirys Seno | 01h 00m |
Practical checklist for zero‑budget indie marketing: define audience, USP and brand feeling; prioritize Discord/Reddit/Steam for core fans and… | ||
| Minimal Viable Process - how to find flow in your ways of working | Mag Borkman | 01h 02m |
Defines a Minimum Viable Process as the simplest way to hit a vision with maximum flow and minimum friction and gives three concrete checks: do we know what… | ||
| Pitch Deck 101 for Indies | Kumsal Obuz | 01h 00m |
Explains how to turn a game into a sellable pitch: one clear one‑line description, a demo or trailer, and a concrete ask and budget (with a suggested 20–30%… | ||
| Pitch Deck Reviews | Omar Khalil, Jay Powell | 01h 52m |
Zombie Rollerz: bold key art but title slide hides the ship, move awards later, replace “turrets” with “weapons”, make ship management + bullet‑hell the USP… | ||
| Tax Topics for Game Developers | Daniel Rowe | 58m |
This session will serve as a primer on US tax issues for game developers who freelance or own their own business. It will cover a range of topics, from… | ||
| Unlocked Earned Coverage - How to sell your game with limited funds | Peter manol | 59m |
Recommends budgeting 25–35% of development cost for marketing, expects typical indie campaigns to sit between $10k–$50k and shows a $10k plan for a demo game… | ||
| Unlocking Indie Magic: Mocap on a Budget | Caitlin Burt | 57m |
Practical rundown on indie mocap and voice work: inertial suits like Xsens are usable in game jams but cost thousands and studios often rent them or you can… | ||
| Unlocking Wishlists Through Influencers and Advertising | Michael Brown | 01h 01m |
Influencers plus targeted ads reliably drive Steam wishlists and sales when specific tactics are used: use Bitly/UTM/pixels for rough tracking, expect… | ||
| nothing matches | ||