16099 shaares
De côté, pas regardé (mais les retours ont l'air assez unanimes sur les mauvaises performances et la non optimisation du jeu).
Le timecode des settings https://www.youtube.com/watch?v=7w-pZm7Zay4&t=636
Le timecode des settings https://www.youtube.com/watch?v=7w-pZm7Zay4&t=636
^^
^^ (et je note que le jeu a l'air de tourner nickel avec Proton https://www.protondb.com/app/1097150 )
« We ain't your Grandparents' folk music. » (dans leur bio Twitter)
(vidéo à 2.7m vues, compte Twitter à 800 abonné⋅es, sacré décalage 😮)
https://thebridgecitysinners.bandcamp.com/
(vidéo à 2.7m vues, compte Twitter à 800 abonné⋅es, sacré décalage 😮)
https://thebridgecitysinners.bandcamp.com/
Ya 2 ans, le guitariste / chanteur des Melvins a taillé le bout de gras avec le cofondateur des "proud boys" ( https://fr.wikipedia.org/wiki/Proud_Boys ).
Bon, bah ça va libérer un petit giga sur mon disque dur ça.
Mais fait chier quand même
Bon, bah ça va libérer un petit giga sur mon disque dur ça.
Mais fait chier quand même
<3
xD
1) Know the publisher.
Publishers have an editorial. They specialize themselves in specific types of games.
If your project doesn't fit their editorial, it is very likely that it's not worth trying.
Also, if a publisher doesn't seem to have an editorial: it's fishy.
2) Prototype.
If it's your 1st project, all publishers will expect a playable prototype. It's going to be the top request.
They are used to testing broken games with unfinished assets, so don't worry (even though a nice vertical slice is to be preferred).
2bis) Funding prototype.
If it's not your 1st project, some publishers can be open to fund a prototype.
The safest proposal is that they fund it (even if you go with another publisher) but reserve the right to make the first offer to you.
It's a rare opportunity though.
3) Pitch deck.
Your pitch must be SHORT (5 pages max) and NOT text heavy.
Publishers don't have time, if they can't find all relevant infos rapidly, they will skip it.
The next points will be about those relevant infos that every pitch deck should have.
4) Quick onboarding.
What's the game?
A 5 minutes presentation video is great (with subtitles if possible).
Link to the prototype.
Who are you?
https://pbs.twimg.com/media/EeW5yszWkAAKIdJ?format=png&name=large
5) Factsheet.
Super straightforward presentation.
Target release date (ultra important)
Target price
Target platforms
Target audience
Key selling points (make them to standout of the crowd)
Story + gameplay onboarding
https://pbs.twimg.com/media/EeW7OoHXgAAT6qP?format=png&name=large
6) Gameplay and scope.
What are the game loops of your game?
What is the full expected content/scope and how many hours of gameplay do you expect?
https://pbs.twimg.com/media/EeW7oToWoAEegND?format=png&name=large
7) Production budget.
Super important!
What is the full production budget (excluding marketing)?
How much do you need from the publisher?
(Marketing budget is likely something that will be discussed once your pitch deck got their interest.)
https://pbs.twimg.com/media/EeW8cgSXgAELDsl?format=png&name=large
8) Production schedule.
Super important!
Even if rough, what is your expected (and very realist; no need to lie, they'll spot it) production timeline?
Will you handle ports in-house or not?
https://pbs.twimg.com/media/EeW9TzSXoAIHUf2?format=png&name=large
And that's pretty much it!
To sum up, keep things VERY straightforward, and well presented. Remember that publishers don't have time and must be hooked on first sight.
Have a prototype, and be prepared to expose both your budget and production schedule.
I hope this will help! »
Par un des dévs de ScourgeBringer
https://store.steampowered.com/app/1037020/ScourgeBringer/
https://www.gog.com/game/scourgebringer
Publishers have an editorial. They specialize themselves in specific types of games.
If your project doesn't fit their editorial, it is very likely that it's not worth trying.
Also, if a publisher doesn't seem to have an editorial: it's fishy.
2) Prototype.
If it's your 1st project, all publishers will expect a playable prototype. It's going to be the top request.
They are used to testing broken games with unfinished assets, so don't worry (even though a nice vertical slice is to be preferred).
2bis) Funding prototype.
If it's not your 1st project, some publishers can be open to fund a prototype.
The safest proposal is that they fund it (even if you go with another publisher) but reserve the right to make the first offer to you.
It's a rare opportunity though.
3) Pitch deck.
Your pitch must be SHORT (5 pages max) and NOT text heavy.
Publishers don't have time, if they can't find all relevant infos rapidly, they will skip it.
The next points will be about those relevant infos that every pitch deck should have.
4) Quick onboarding.
What's the game?
A 5 minutes presentation video is great (with subtitles if possible).
Link to the prototype.
Who are you?
https://pbs.twimg.com/media/EeW5yszWkAAKIdJ?format=png&name=large
5) Factsheet.
Super straightforward presentation.
Target release date (ultra important)
Target price
Target platforms
Target audience
Key selling points (make them to standout of the crowd)
Story + gameplay onboarding
https://pbs.twimg.com/media/EeW7OoHXgAAT6qP?format=png&name=large
6) Gameplay and scope.
What are the game loops of your game?
What is the full expected content/scope and how many hours of gameplay do you expect?
https://pbs.twimg.com/media/EeW7oToWoAEegND?format=png&name=large
7) Production budget.
Super important!
What is the full production budget (excluding marketing)?
How much do you need from the publisher?
(Marketing budget is likely something that will be discussed once your pitch deck got their interest.)
https://pbs.twimg.com/media/EeW8cgSXgAELDsl?format=png&name=large
8) Production schedule.
Super important!
Even if rough, what is your expected (and very realist; no need to lie, they'll spot it) production timeline?
Will you handle ports in-house or not?
https://pbs.twimg.com/media/EeW9TzSXoAIHUf2?format=png&name=large
And that's pretty much it!
To sum up, keep things VERY straightforward, and well presented. Remember that publishers don't have time and must be hooked on first sight.
Have a prototype, and be prepared to expose both your budget and production schedule.
I hope this will help! »
Par un des dévs de ScourgeBringer
https://store.steampowered.com/app/1037020/ScourgeBringer/
https://www.gog.com/game/scourgebringer
« DefleMask is a cross-platform chiptune music tracker. »
^^