Learning by Landmines: Pitfalls & Strategies for Publishing
summary
Publishing provably trips on platform rules and timing: a Steam page must be live two weeks before launch, PlayStation enforces ~15 storefront localizations and separate concept/product entries, and Nintendo has the longest lot check cycles so the team uses it to pace schedules. The publisher manages over 100+ titles on 13 platforms, enforces three eyeballs and a two‑week buffer before publish, keeps a master drive of final assets, avoids piecemeal DLC at launch, and contacts ESRB reps for trailer checks.
AI-written summary · about
chapters (11)
- 0:00Introduction
- 1:35Speaker introduction
- 4:21Why publishing is challenging
- 10:00Unknown rules and landmines
- 21:43Advice to avoid landmines
- 25:41Walls are solid and sudden
- 35:01Simship explained
- 41:29Simship advice and tools
- 45:39Multi-department alignment
- 54:31Platform features and parity
- 57:00Key takeaways and time allocation
related talks
46mLet's Launch
45mWhat Publishers Want: Key Insights for Service Providers
36mPublishing in Asian Markets
30mTen ways that No More Robots Makes its Games Sell (that You're Probably not Doing)
37mPublishing in Asian markets – The ‘how to’ discussion
50mA Dive into a Publisher Assessment: What Happens After Your Elevator Pitch
59mThe modern days publishers, building a unique developer/publisher relationship
52mDeveloper vs Publisher 3, 2, 1, Go!
