For the last weeks we had sessions from Alec Wright, COO of GSVlabs, about constructing your budget, Oscar Clark from Unity about Scope Creep and Jeff Burton, one of the co-founders of Electronic Arts, talked about the importance and strategies of networking with people at events.
And last but not least our game is almost ready for soft-launch / beta launch.
The talk with Jeff Burton was interesting aswell but I'm afraid I'll never be really good at making connections. This sessions also made me think about my marketing strategy for 4 In a Blow, only to realize that I will need help if I want to do it properly.
During the session about Scope Creep, Oscar asked us if we are using a game design document. Since no one reads the GDD anyway and our game is in the phase that it contains all information, I ansered: "Not any more."
We also got our second task, delivering our GDD. Which got me thinking. Maybe I should amplify the wireframe method. But that's for another blog post.
gamasutra, budgeting and scheduling your game
pollen vc, fast funding for rapid growth
1up, why game budgets secretive
5 tips to narrow your game's scope
gamasutra, introverted networking
business insider, importance of networking
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At the moment we don't know in which country we will do the soft-launch but it will be in a country where english is the native language.
But we have a problem with our businessplan. Our plan was to encourage players to invite their friends by giving them discount on the premium version of the game. But will apple and google allow this?
We haven't found the anser in the development contract with apple and they are not responding to my mails either. So we will not implement the part where players can invite others but we will show players our commercials in the hope that this will ring a bell with apple and google.