Steam Game Marketing GOLD
ฝัง
- เผยแพร่เมื่อ 7 มิ.ย. 2024
- Learn Steam game marketing from expert Chris Zukowski!
Links: www.valadria.com/steam-game-m...
0:00 Intro
0:15 Critical Steam dev marketing advice
1:51 Reliable Steam dev strategies
3:38 Translating your page
6:28 Interest-first dev
9:48 Outro
Buy How to Make a Video Game All By Yourself, the Amazon #1 bestseller: www.amazon.com/How-Make-Video...
Save $10 on The Inside Conference with coupon code MAKETHEGAME: www.progamemarketing.com/p/in...
#marketing #indiedev #gamedev - เกม
Save $10 on The Inside Conference with coupon code MAKETHEGAME: www.progamemarketing.com/p/inside-conference?coupon_code=MAKETHEGAME
Pick up a copy of How to Make a Video Game All By Yourself, the Amazon #1 bestseller: www.amazon.com/How-Make-Video-Game-Yourself/dp/1736576208/
Such a cool video! Thank you Ryan Gosling for sharing your knowledge with us!
Bruh, that’s literally me…
Extreme quality, yet super underrated channel! (still got recommended to me by YT - good sign for you, I guess)
That's so kind thank you. Welcome aboard!!
At 2:40 mark I LMAO'd so loud and spit some danish on my screen that is the funniest most based reaction to his release 3 games a year statement. Love it.
Im making a pixel art platformer! Wish me luck dudes lol
owarida
This was super informative!
You actually deserve SO MANY more subscribers!
Totally agree with the create the Steam page as early as possible - but there is a "too early" too.
That example where they make 3 "game ideas" as Steam pages is really bad and I understand Steam strikes on that. Steam is a game store - it's not a social media or kickstarter.
Players will loose fait in Steam if half the games they wishlist just disappears from the store and never releases - that's not what you expect and not why you wishlisted it. People should use kickstarter or similar for stuff like that.
Really nice video - personally I have done a lot of things and apparently the right way with my game - however the translations of Steam pages, I would really like to have known before release, as I didn't do that until some months later as I recall, as I did it at the same time I actually put localization for the same languages in the actual game.
wow great tips! I will definitely translate my steam page now!! Chris is a legend!!
Absolutely fantastic - great work!
Amazing video man! Subscribed!
Very informative! Great video man. Earned a sub.
Thanks a lot for the tips guys !
This was helpful, thank you
Currently listening to the podcast, really great discussion!
Awesome! Thanks for listening.
Excellent video, very informative.
helpful video, thanks!
Im so lucky to find this vid, making my first steam page atm. Thank you for the advice, going to have to translate to some asian languages :D
brilliant stuff will be listening to the podcast later
Great video!
Really useful video, thanks !
This just randomly popped up in my feed and man am I glad it did.
I'm glad too. Huzzah YT feed! Welcome.
@@Valadria I listened to two of your podcasts while travelling, awesome content man, keep it up. 👍
amazing video ❤❤
Sick advice 😎
As I've found out, renting a single billboard, even screen-based one is surprisingly cheap, comparable to the cost of putting game on Steam in the first place. Of course, you probably wouldn't be able to afford all the billboards in a given city, but investing in few ones in the area with a huge foot traffic might be a good idea.
Interesting! I never would have thought of a billboard, but now I want to investigate 'em.
Not you talking yourself down in the on screen graphics 😂😂. Great chat tho
Your thought pop-ups bubbles are awesome
Thank you for noticing hahaha I worked so hard on those 💬
chris is great. I watch others tips of him
Does the spotify version have video?
big value!
Will the full video be on TH-cam?
I'm hoping to find the time to edit more stuff but the full audio podcast is up here: podcasters.spotify.com/pod/show/make-the-game/episodes/Steam-Game-Marketing-GOLD-with-Chris-Zukowski-e246gk4
nice
Let's go!!
I found some magic right here!
How to do if you don't have 100 dollars to publish a game? Can we ask steam to take the 100 first generated dollars instead? Like a credit?
Damn, Ryan Gosling has great advice!
If you wanna survive Bilibili, treasure proper subtitles I can confirm it.
Well, if anyone needs their deepl/google translate translations proof-read into Japanese, give me a shout. Translation systems are getting better and better but they still fall short of feeling 'natural'
I'll need all of the dialogue in a single txt\doc file, maybe 10 pages max - I won't take on projects bigger than that (too busy with dev/teaching English in Japan) $5 a page. I can get my wife (Japanese) to double check the text comes across properly.
Honestly i think u should translate to the top most used languages. Like English Arabic Hindi Bangla Chinese Russian Spanish
thanks very helpful video I will put to the test all what he mentioned and will update with a comment on my comment, wish list my game americas tower simulator guys :d
Wishlisted it :P Looks pretty good so far
@@schlawiner4218 thanks bro, appreciated! :D
So basically, the secret, basically, is to be independently wealthy before you start.
No, screw that. I'm not going to release tons of small games, I want to make fun games. Even if only one or two people will ever play and enjoy them, that's better than releasing 6 soulless games that I had no fun while making them.
Ps.: Some of those advices are straight up toxic. Games are art. I don't want to treat them as money making scheme first.
Totally agree. Additionally, many indie games fail because they are developed in a very short time and have poor quality. Simply releasing more games doesn't solve anything.
I definitely think some of the advice is toxic, like Steam doesn't like pixel art platformers? Yeah, famous flops, Celeste and Super Meat Boy, apparently. If you want to make a pixel art platformer then who cares about markets? You'll make a better game if it's what you want to make.
That said, the quality vs quantity thing is an interesting thing. Wheezy Waiter had some advice about that, that he thinks putting out quantity helps him build quality. Personally I've got prototypes that I wish I'd just get into a state they could be released, even as free games, just so I could get feedback and confidence in the process. Even if they're not fully finished or polished, they're just taking up space on my hard drive and in my mind wondering when I'll ever get around to them. Better to get them out and make them better later if I think they'll do well.
That said I think the example of putting out a game every six months is not what a lot of people want to do, and with good reason. Especially if they're clones of each other. All my prototypes I mentioned are prototypes because they're experimental and different. Terry Cavanagh is a good example of someone that puts out quantity of experiments and turns the successful ones into full games.
you will learn the reality of game dev very quick
learn to finish your games first if your want quality
quantity doesn’t necessarily mean shovelware, just scope down, make projects that are achievable for a small team in a short time and you WILL be a better game dev for it
start small, build a community, learn from your mistakes and then use that experience to make quality games
without quantity you won’t have the experience to create quality
spending years and all of your money on your dream project only for nobody to notice and being laden with mistakes release experience would have prevented is how most indies fail nowadays, and how devs leave the industry forever
@@OrdonWolf No one says i have to start making big dream projects. I have my own big dream project, but obviously I'm not ready for it. My first game I'm working on now is low on scope, and I use it only as means to learn gamedev, but I'm not intending to rush it. I still want to make something that's fun to play, and something I'd want to do.
@@WwZa7 neither did this video say you need to purposely make games that aren't fun
if you say "i don't want to make small games, i want to make fun games" how else is one supposed to interpret that?
it's fine to not rush it in principle, but believe me it's far easier to fall into the trap of delaying your first release indefinitely
on the other hand game jams are a much more valuable learning experience (and many good games start as game jams)
3 games per year