The indies’ path to getting out into Asia
summary
Company has published 16 games (15 mobile) and offers indie distribution into Asia with a broad and shallow approach rather than betting a single market. Claims China Japan and Korea behave as three distinct app ecosystems — 58 unique titles occupy the top 60 across those stores. Warns that bad localization and culturalization kill uptake with concrete fixes: rewrite jokes (example of a mistranslated line in a point and click), redraw characters (Kitty Powers remade art) and convert premium to free-to-download with IAP (The Room).
AI-written summary · about
chapters (12)
- 0:00Introduction
- 2:29Focus on Asia for indies
- 5:04Asia’s fragmented markets
- 7:30Indies vs publisher strategies
- 8:10Publishers for Asia expansion
- 9:59Solo vs publisher route
- 10:41Localization dangers in Asia
- 13:50Culturalization pitfalls
- 15:56Monetization in Asia
- 16:59Alternative distribution in Asia
- 17:44Unique game design
- 19:16Q&A
related talks
22mHow to get your western game published in Japan
37mPublishing in Asian markets – The ‘how to’ discussion
22mIndie publisher panel
27mWhy Western games struggle in Asia (and vice versa)
20mA Glimpse into the Indie Game Market in China
25mHow to engage with Asian mobile publishers (Tencent, Gamevil, Nexon)
36mPublishing in Asian Markets
20mAnalysing the Japanese games market
