Round-ups by Indie Devs

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Through the Woods at PAX Prime 2015

“Make sure there are at least three of you so one of you can always be walking around, networking and making new friends! Meet everyone! Play every game, even if it doesn’t look that interesting to you; you might be surprised.”

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How we increased our number of subscribers by 150% at MAGFEST

“One of the biggest mistakes we could have made would have been to show off an unfinished project. Using resources such as r/gamedev and consultants like Xelnath (Alexander Brazie)., we tested and retested our demo. After 8 months of gathering feedback, we created a strong well-balanced set of levels that delivers a lot of action in a very short time.”

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Epistory at PAX South 2016

“We had a very basic booth and wanted to put our own little touch on it. We brought a roll up of Epistory and built a fox face-like paper bowl, with candies in it. I confess that it’s easier to find ideas when your game has a papercraft/origami art style like ours! We also placed flyers on the table with a nice design and bookmark shape to remind players of the storybook written in the game. The final touch was a homemade fox mask that looked exactly like the one that our protagonist is riding. Sometimes we wore it, sometimes we let people try it.”

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Five Awesome Hacks for Exhibiting your Indie Game at PAX or GDC

“Binder clips, to the indie game convention exhibitor, are like rolls of duct tape to a handyman: an incredibly useful and versatile secret weapon that you’ll find yourself using over and over for unexpected reasons. In a sea of lousy office supplies that break, fail, and ruin things, binder clips are (for lack of a better descriptor), a F#^$ING GODSEND.”

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Reassembly at PAX Prime 2014

“On the show floor, explaining the game succinctly over and over again and watching people’s reactions completely changed how I though about the game myself. Many things I thought of as core features turned out to be irreverent or too complex to explain, and things I thought of as trivialities turned out to be very significant to people. It is very easy to completely loose perspective on a project and showing it to new people is the solution.”

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Arelite Core at PAX East 2016

“I like to arrive early to various events, which is why I made sure I was always there early during the three days of the convention. I found that it was a good time to meet with people I otherwise wouldn’t have time to, and have given some business cards during that time. You never know when opportunities will arise, and I do feel that being present early in that way can give a leg up on other devs. And if not, it’s just a great occasion to mingle with your fellows, which is tougher to do later on”

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Indie Economics – Part 2

“So, how much money do indie developers make in a year? On our anonymous survey, we asked IndieMEGABOOTH exhibitors about their annual household income. This question may seem intrusive, but it provides valuable context for understanding indie sustainability. As Jen’s blog post noted, almost 80% of the devs we surveyed identify as full-time indies, but this only tells part of the story. There’s a big difference, after all, between making games as a supplement to other sources of family income and relying on game sales to keep a roof over your head.”

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Measuring Indie Megabooth’s Success & Impact – Part 1

“Demographically, those who filled out the survey mirror the demographics of the game industry at large. Of those that responded to this question (59/61 response rate), 93% respondents were male and 7% were female, meaning that women and non-binary individuals were under-represented. In terms of respondents’ reported race (56/61 response rate), 82% self-identify as white, while the remaining 18% identify as Mixed, Asian, Filipino, Black, Indian, or Hispanic.”

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The Painter’s Apprentice at MAGFest 2016

“There are a lot of reasons to exhibit at these conventions, but the biggest one for most developers is to build a community and generate some leads. For me, I really wanted to expand my mailing list. My method might be a bit tricky – I collected emails by saying they were signing up for Alpha testing. While this is true, they’re also going on my mailing list. I had a simple notebook and pen for sign ups, which I’ve found work very well for me. Other developers prefer digital sign-up. It all depends. I was able to collect quite a bit of emails and have increased my subscriber list by 100%!”

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First Convention Booth Post-Mortem by Gabriel Schneider

“If you’re going to a convention to accomplish specific goals, make it as easy for people to help you as you possibly can. This I consider the biggest failing of my booth setup. There were more than the eight people who voted who seemed to genuinely enjoy my game and likely would’ve voted “Yes” on Greenlight right then and there if it was as easy as pushing a button. And even those who only slightly enjoyed the game may have voted if it was easy.”

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