Michael Jared🌲BUSHCRAFT SURVIVAL🌲

615 posts

Michael Jared🌲BUSHCRAFT SURVIVAL🌲

Michael Jared🌲BUSHCRAFT SURVIVAL🌲

@_michaeljared

Dev/engineer/teacher/general enjoyer of videogames Bushcraft survival: https://t.co/R6HVr3IK5r

GTA, Canada Inscrit le Aralık 2023
360 Abonnements124 Abonnés
Michael Jared🌲BUSHCRAFT SURVIVAL🌲
@TokisanGames 100% on indies needing to post more often. However often you post as an indie, you need to do it more. Way more. And it will fail a lot. But every now and then gamers will latch on and see what you are trying to do and really rally behind you. And for those posts it's worth it!
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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
Indie studios will always be able to compete with large AAA studios in video games and movies. The visual fidelity of video games, CGI, and AI can only become so real. Eventually it will feed directly into our brains, but no matter how high tech it gets, it won't matter. Technology has never dictated the success of a creative project. Here's how I prioritize the factors of success: 1. Story or gameplay 2. Marketing 3. Sound & Music 4. Visuals 1 & 2 are required. 3 & 4 are strictly optional. A book will keep you entertained, but not if you didn't hear about it or if it's written poorly. A beautiful movie with millions in advertising, yet terrible writing will not do well. Indies can always compete with large studios because it doesn't take high tech nor any money to write a great story, or open a game engine and create a fun game. Yes, AAA can spend more money on production or advertising. But can they write better than you? Maybe an experienced writer can, but aside from experience, there's nothing inherent in how they use a word processor that you can't do. Over time you can learn to write well, or design a game as well as the biggest studios. The struggles I see indies have are limited time, limited resources, and lack of *willingness* to market or shop to publishers. Allocating the time to work is an inherent struggle. But AAA studios take years as well. Avatar or GTA6 anyone? On resources, the expansion of technology actually helps indies more than major studios. Before only big budgets could afford film, CGI, color grading, or AAA game graphics. Digital cameras made cheap "film" production accessible. Blender and Resolve make CGI and color grading free. Game engines, assets, and software make high end game production accessible and accelerated. And we've all seen the potential of AI. So, you and your team have written and produced a great and unique project. Are you done? No, it's not enough. Just because you build it, doesn't mean they will come. Someone must market it. It must done with a long, consistent effort on par with your production. This is a weakness some indies have. They spend years making a game. Then post a couple times on X. It goes no where. They think they've tried everything. Posting on multiple platforms and building a following over a long time is the bare minimum. Sometimes it's enough. Kickstarter is an option for some funding, but requires you to market your own campaign. Influencers can help a lot if you find the right ones. Many opportunities will be a waste of time or money. PR can help some projects get media exposure. Not all options are good. You can do it yourself, but it can be worth working with someone. Ad spend is needed in many cases. It is worth learning how and allocating a budget for. Like programming, it will take time to get good at without blowing your budget. Rather than doing your own ad spend, or PR work, it's worth shopping the project around to publishers (distributors in the film industry). Almost all publishers want to see all projects in their genre. So there's no harm in contacting every single one. You're not bothering them. They don't want to miss out on a diamond in the rough, like Dune. Can you imagine if you turned down Frank Herbert as so many did? They want to see your project. And if it truly is a good product they think they can market, they'll be glad to invest time and money to help you sell it for a cut. That's basic business. You offer a solid return on their investment. They expand your market exposure and sales with great experience. There are a lot of unscrupulous people in business, so be wise, but friendly, and don't get dissuaded due to bad apples. The only difference between indies and AAA is project scope. Tech helps both. You can write and design. You can recruit a team to help produce. You can market or work with publishers to sell. It just depends on if you have the will to do so. ✌️
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Michael Jared🌲BUSHCRAFT SURVIVAL🌲
I'm trying to get better at making these type of courses - Udemy tends to target 5-10 minute videos with short exercises and follow-alongs. This is quite a bit different to the traditional teaching environment, but I'm still learning the ins and outs of it.
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Michael Jared🌲BUSHCRAFT SURVIVAL🌲
It was genuinely an awesome experience! There were over 1100 unique players, with our biggest day having over 450 concurrent players. Players also graded the game 4.2/5, which I am super happy with for such an early build. 80 players plaid the game for 3+ hours!
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Michael Jared🌲BUSHCRAFT SURVIVAL🌲
This game looks sick, and I loved Cool Boarders. It takes me back!! I can't tell you how many times people have told me I should add skiing or snowboarding to my game... right now all I have planned is snowshoes 🤣 store.steampowered.com/app/3529110/Bu…
TrickyMadness@_Tricky_Madness

No publisher, no budget, just a dream to bring back old school snowboarding games. 🫡 #gamedev #indiegame #indiedev #screenshotsaturday

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Michael Jared🌲BUSHCRAFT SURVIVAL🌲
@AskISED Hi there. I'm starting to read through the info on canada.ca about incorporation, but I'm wondering, do you have any specific recommendations for videogame companies? I also sell software tools that are games adjacent, but not directly videogames.
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