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5 Minutes Worth of Observations about AAA Indie Games - GDC2011 IGS Lecture 



http://chrishecker.com/5_Minutes_Worth_of_Observations_about_AAA_Indie_Games

 

 
 
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Published:  March 02, 2011
 
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Slide 1: 5 Minutes Worth of Observations about AAA Indie Games Chris Hecker
Slide 2: Disclaimer #1 I have not shipped my indie game, nor have I shipped any indie games, so all of this might be and probably is wrong. These are just my observations about some released games.
Slide 3: My Definition of “AAA Indie” Polished to Perfection Clearly Contains Lots of Love Highly Anticipated Before Launch “I know it when I see it.” - Justice Stewart, 1964
Slide 5: Disclaimer #2 These are not the only kind of indie games worth making.
Slide 6: Polished to Perfection Clearly Contains Lots of Love Highly Anticipated Before Launch
Slide 7: Polished to Perfection Clearly Contains Lots of Love Highly Anticipated Before Launch
Slide 8: How to Market “Mainstream Games” in 2011 1. Don’t talk much about your game until right before ship. 2. Have a giant pile of cash ready. 3. Saturate available channels when people can hand you money.
Slide 9: (not me)
Slide 10: So, what did these guys do?
Slide 11: The Common Denominator Long-term Slow-burn Grass-roots Awareness-building Talk about your game early and often; awareness takes time. Play to your strengths.
Slide 12: Style Style Style! Tower of Goo Development Story
Slide 13: Design Philosophy Aesthetic Goals Industry Controversy
Slide 14: Fan Community Alien Hominid Art & Design Style Tons of Extra-Game Stuff
Slide 15: This is not being manipulative, or evil, or selling-out. This is being proud of what you’re making and taking time to tell people about it. It is not an accident or luck.
Slide 16: People want to know about your game!
Slide 21: A Few Words on the Press They are very indie friendly. They want interesting stories.
Slide 22: Thank you.

   
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