Selling games (Page 9)
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Nine Steam pre-release marketing tips from Valve's Alden Kroll
Steam UI and interaction designer offers insight on the tools developers can use to build an audience before launch
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Robot Entertainment to shut down Orcs Must Die! Unchained, Hero Academy games
Studio says it was running games "at a financial loss" for months, will focus on future titles
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Dude, Where's My Money? Part Four: Localization
AurumDust's Nikolay Bondarenko turns to the perks, processes and prices of translating your game for different markets
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Dude, Where's My Money? Part Three: From Hunting To Gathering
Nikolay Bondarenko's publishing advice series continues with an in-depth look at bundles and crowdfunding
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Dude, Where's My Money? Part Two: Divvying up the Loot
AurumDust's Nikolay Bondarenko offers advice on Steam's tools, key resellers, and how to work with the growing legion of storefronts
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Dude, Where's My Money? Part One: The Science of Steam
AurumDust's Nikolay Bondarenko breaks down the formula for success with pricing, discounts and wishlists on the leading PC marketplace
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How do you evaluate a mobile game's profit potential?
Aleksandr Enin of My.Com's IT Territory Game Studio takes a deep dive on determining which fledgling games can be salvaged and which need to have the plug pulled
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Phoenix Point crowdfunding breaks $2 million -- here's how it was done
Snapshot Games explains how $250,000 on advertising drove almost $1.2 million in revenue
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How to stop big publishers breaking your business
During this year's Reboot Develop, Ninja Theory's Nina Kristensen detailed the rights studios should fight for
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How to get to 'WOW!': The challenging road to marketing VR
Insomniac senior community developer Tim Salvitti talks about what the studio learned (and unlearned) when it came to pushing VR games
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Steam sales, store pages and the art of selling games
At Reboot Develop, Rockfish, Vlambeer and 11 bit take very different views on the value of cutting prices
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GDPR: Frequently Asked Questions
In the final part of their GDPR guide, Purewal & Partners' Jas Purewal and Peter Lewin tackle the industry's most common concerns
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Managing your stakeholders: A game developer's guide
Fundamentally Games' Ella Romanos offers advice on how to communicate better with publishers, investors and other partners
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The GamesIndustry.biz Podcast: Licensing your IP, with Gary D Nissenbaum
Latest episode available now, discusses how to arrange merchandise deals and more
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The GamesIndustry.biz Podcast: Indie publishing with Good Shepherd
Latest episode available now, discusses what publishers look for and why they invest in businesses not games
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How to launch a mobile game in multiple countries
Tappx CMO Ignasi Prat offers advice to developers hoping to release their app in as many markets as possible
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How to announce a video game in 2017
Most games are sent out to die, says No More Robots' Mike Rose, but building an audience isn't "luck of the draw"
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Redefining community management for games-as-a-service
Rebecca Ford's multifaceted job at Warframe studio Digital Extremes underscores one of the industry's most dramatically changing roles
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How to get the most out of a games convention
Road to Rezzed: PR execs share their tips on dealing with press, consumers and making your booth sing
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Four simple ways to get more influencers covering your game
Innervate consultant Becky Taylor offers GDC 2017 attendees helpful advice on how to attract YouTubers and streamers
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What your game's price really means
For indies, determining how to price a game isn't just about "fair value." Scott Brodie offers a how-to pricing guide to help you figure it out
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