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Motion Twin

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Article

The Best Slides I Saw at GDC 2019

A curated roundup of standout presentation slides from GDC 2019, this blog post distills practical marketing and business lessons for indie developers from the conference's discoverability-focused and business sessions.

  • Modern game sales have shifted from a launch-day peak model to a 'long burn' trajectory, where revenue growth in the second month can significantly outperform initial launch week figures compared to 2014 trends.
  • Developers should utilize lead magnets, such as offering free content in exchange for email addresses, to effectively build mailing lists and drive marketing spikes.
  • When pitching to platforms like Steam or Sony, developers must engage with two distinct internal departments: the Content team, which evaluates game quality, and the Promotion team, which handles store marketing.
How To Market A GameMar 2019
Article

Decorticating Dead Cells: A Business and Marketing Deep Dive

Steve Filby's GDC 2019 talk on Motion Twin's roguelike-metroidvania Dead Cells lays out the business and marketing approach behind the game's Early Access success, as captured in a set of attendee notes.

  • The development of Dead Cells cost approximately $800,000, with the team allocating $70,000 toward events and $50,000 for a trailer that primarily served to facilitate press coverage rather than drive direct sales.
  • Competitive analysis should involve playing all games within a genre and using tools like NoScope or Social Blade to track viewership trends and identify key features like modular design and late-game content.
  • Early Access strategy requires transparency regarding development timelines and a focus on building community rapport by explicitly highlighting how player feedback has influenced game updates.
How To Market A GameMar 2019