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PAX East 2016 Gallery by Ars Technica
Read that post →“Everywhere you looked was another practically unknown, two-person developer team with a booth barely bigger than a folding table and a pixel-art aesthetic. Simply spending 10 minutes with every game on offer could easily take an entire week, much less a weekend (and that’s without the massive queues of show-goers).”
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Tengami at PAX Prime 2013
Read that post →“We started by creating multiple to-scale booth concept mockups, adjusting any and all variables that we could, including table dimensions and placement, the number of and arrangement of iPads, etc. We needed to capitalize on the entirety of the 10’ x 10’ booth area while also creating a space that would be visually appealing and…
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Legacy of the Elder Star at MagFest 2016
Read that post →“Because MAGFest runs 24 hours a day, Legacy of the Elder Star was up and playable on two machines for 74 hours straight, from noon Thursday to 2pm Sunday. Erik (the game’s artist) wasn’t able to come due to financial constraints, so I built and ran the booth alone. Here’s how I did it.”
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PAX is Coming – Give Your Booth the Thought it Deserves by Mattieu Begin
Read that post →“Planning a booth for a large convention such as PAX can be intimidating. It is, after all, the moment many strangers see your game for the first time, and you want to capitalize on that opportunity. How can you stand out from all of the other booths around? How can you make the booth work…
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Unreal Engine at PAX 2016
Read that post →This post contains some interesting booth showstoppers from the larger exhibitors. It’s worth checking out for creative inspiration.
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Clickteam at GDC 2016
Read that post →“We have a ton of success stories from guys and gals simply working from a living room, garage, basement or bedroom. And as such the Bedroom booth was born.”
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Guide to PAX and Game Conventions by tinyBuild
Read that post →“PAX East 2016 was our 8th PAX in a row. We learned a lot, especially looking back at our first “orange branding” attempt which came out of pure accident 2 years earlier at East 2014. In this post I want to talk about booth layouts, design, and in general how to make more of your…
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Guide on Needing a Good Pitch by Tanya X. Short
Read that post →“You need a pitch that clearly communicates the actual value of your promised experience. A solid pitch is neither wholly design nor wholly marketing — it’s an unholy alliance between the two factions, who usually meet on a battlefield.”
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Eon Altar at PAX East 2016
Read that post →“Instead, I want to tell a story. A story of three totally disparate strangers, who all showed up at our booth around the same time and forged what will probably be a lifelong bond, but also showed us as developers what our game is really capable of.”
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MachiaVillain at EGX Rezzed 2015
Read that post →“The obvious good thing about a crowd is that it gets people to notice your game, even if they don’t have a chance to try it, so you get more interest compared to the limited amount of players who can try the game each day.”
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Jack Lumber at PAX East 2013
Read that post →“That’s right. We dressed up as lumberjacks. Would you expect anything less from us?”
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Jotun at PAX East 2015
Read that post →“Over the course of the weekend we gave away about 75 physical press kits. We had pre-scheduled 35 20-minute interviews with press, youtubers and streamers. We almost constantly had someone from the media in the booth, and I went through about 200 business cards (and collected about 300).”