1 free read left. Create a free account for unlimited reading + AI research.
Create free accountme and my 3D artist felipi set out on a 30-day Mission can we take our disjointed buggy and broken Unity project and turn it into a hyper polish demo that we can then send to a publisher the game is called Twisted Tower it's a game about a 1920s game show set in a haunting twisting Hotel stick around to the end of this video to see if we accomplished our goal of making a game worth 100,000 bucks and by the way if you want to play the Twisted Tower demo be sure to click the link below wish list the game and follow the game on Steam if you're going to sell your game to a publisher you need a trailer and a trailer needs voice acting and we posted a new job and we got a ton of responses let's just listen to a few good evening boys and girls it's your favorite toy maker my favorite one was from Joe rollinson hunt good evening boys and girls it's your favorite toy maker Mr twist stop but you can see how
specific everything is there are so many different sound effects and we're trying to accomplish a premium trailer where there's multiple beats a beat is when you transition from one emotion to the [Music] other good evening boys and girls one of the reasons you do this is to keep people engaged the more you can PE keep people engaged with in your trailer the more YouTube is going to promote it um but ultimately the trailer turned out pretty awesome and you can check out the full trailer by wish listing the game below yes I'm trying to get your wish lists yes so we have a bunch of different platforms that move anything that has these glowing triangles on it kind of like uh breath of the Wild Everything has an animation timeline attached to it these are the raising platforms they just go up and down
this just rotates back and forth back and forth right we also have the ability to use levers here but wait there's more there's also something we're calling shuffling rooms shuffling rooms are basically if you were playing halflife and 70% of the game was the same but every time you died it was a little bit different so here's one path right it's just a very simple hallway but if the player dies this path will then change to this one a little bit different and then if they die again it may randomly choose this one so we immediately scrapped every mesh design of the enemies and changed them over to something a little bit more unique first one was
basically telletubbies with pistols in our case we just went to sketch Fab looked for some Teletubbies and made some crazy tweaks right I'm going to get you in the end by the way we do understand that this is going to maybe be a problem legally so we're going to make some pretty severe tweaks probably we'll just do a bare costume or something like that but this is still pretty fun right now the Walkers were a little bit different with the help of fuse which is a free software on um steam you can create a variety of different looking zombies or NPCs Martin it is an honor the same is true with the spider enemies I just found a spider on turbos squid took the animations that were included in the package changed the texturing and now we have this custom spider that works great
for our game finally we needed story for this game so all we did was simply hire the voice actor what do you mean you won't work for free Joe we hired him to do some lines for us and those lines get played through the loudspeaker here ladies and gentlemen I've just received the results from the live worldwide we finally used some AI art to create some very cool advertisements Poney honey I just want some pills M finally we uploaded this demo to iio but this demo is for Publishers and we linked this demo on the finalized Twisted Tower pitch decks it's got the trailer that we created in those first 5 six days are you lucky enough to find the Velvet ticket and cl the Twisted Tower Only Time Will it's got a private playthrough of the entire game just in case the
publisher doesn't have time to download the demo and install it and play it they can just watch the play through so we sent this pitch to all the Publishers we could think of but I'll be completely honest with you we sent it to all the Publishers that chat GPT could think of and trust me I've sent it to all these guys okay so now that I've sent the pitch deck and the demo to a handful of Publishers how has the response been well I can't disclose actual numbers but we're looking at a very solid budget of over $100,000 it's just over that I can't say what the number is because obviously but we've had a handful of Publishers Express sincere interest and frankly I wish I could have an answer for viw right now of exactly who we were going with and I was hoping to have it ready for this video but I just don't all right guys be sure to click the link below if you want to check out Twisted Towers demo when it does drop
The pursuit of a six-figure indie game valuation centers on the strategic transformation of a prototype into a publisher-ready vertical slice within a 30-day timeframe. The primary objective is to elevate a disjointed, buggy Unity project into a hyper-polished demo capable of securing significant financial backing. Success in this endeavor relies on high-quality production values, specifically through professional voice acting, atmospheric sound design, and the creation of a compelling trailer that utilizes emotional beats to maximize audience engagement and platform visibility.
Technical development focuses on modularity and replayability to enhance the game’s marketability. Key mechanics include animated environmental platforms and shuffling room layouts, which introduce procedural variation to maintain player interest. Asset management strategies prioritize efficiency, utilizing third-party marketplaces and software like Fuse to acquire and modify character models, such as walkers and spiders, while ensuring unique visual identities. Storytelling is integrated through environmental audio cues and AI-generated promotional art, creating a cohesive 1920s game show aesthetic that distinguishes the project in a crowded market.
The final phase involves packaging these assets into a comprehensive pitch deck, which includes the trailer, a playable demo, and a recorded playthrough for accessibility. By leveraging automated tools to identify potential partners and distributing the pitch to a wide array of publishers, the project successfully generated sincere interest and secured budget offers exceeding $100,000. This outcome demonstrates that focused, high-intensity development cycles, when paired with professional-grade presentation and strategic outreach, can effectively bridge the gap between an indie prototype and a commercially viable product.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Thomas Brush · 2026
Comments