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Chat and voice platform that grew out of gaming communities. It publishes safety transparency reports, including a report on child protection under Brazil's ECA Digital law.

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427 documents by other writers name Discord in the title or summary.

Cover of 40 Truths You Must Know Before You Play my Game „Will You Snail?“
8 min
Jonas Tyroller8 min

40 Truths You Must Know Before You Play my Game „Will You Snail?“

Will You Snail is a single-player, precision-based platformer centered on a unique artificial intelligence mechanic.

  • Will You Snail is a precision platformer featuring a rule-based AI that predicts player movement to spawn real-time hazards, rather than utilizing machine learning.
  • The game features a minimalist three-button control scheme and incorporates diverse gameplay genres, including tower defense, racing, and shooter mechanics.
  • Developed in GameMaker Studio 2 over a four-year cycle, the title launched in March 2022 across PC, Nintendo Switch, PlayStation, and Xbox.
Jonas TyrollerMar 2022
Cover of 4 Years of Game Development | Making of Will You Snail?
25 min
Jonas Tyroller25 min

4 Years of Game Development | Making of Will You Snail?

The development of the indie platformer Will You Snail? spans a four-year journey, chronicling the transition of a side project into a fully realized commercial title.

  • The development of Will You Snail? spanned four years, evolving from a side project into a multi-platform commercial title released on PC, Nintendo Switch, PlayStation, and Xbox.
  • The core gameplay mechanic utilizes an artificial intelligence that predicts player movement to dynamically place obstacles, specifically designed to increase watchability for streamers and content creators.
  • Managing the production of over 1,500 voice lines proved to be a significant logistical challenge, with the actual time required for recording and editing far exceeding the initial two-day estimate.
Jonas TyrollerFeb 2022
Article

Seven Great Tips for Marketing Your Indie Game on TikTok

TikTok serves as a high-impact marketing channel for indie game developers, offering significant potential to drive Steam wishlists through viral video content.

  • TikTok can drive significant traffic to Steam, as demonstrated by a developer who gained 2,900 wishlists from a single viral video, doubling their total to 6,000.
  • Viewers decide whether to swipe away within one second, making an immediate, high-impact hook essential for every video.
  • High production value often performs worse than a 'homemade' aesthetic, so developers should prioritize authentic, low-fidelity content that fits the platform's native style.
How To Market A GameFeb 2022
Cover of The Resilient Job Hunt: Addressing the 'Well of Doubts'
60 min
Game Developers Conference60 min

The Resilient Job Hunt: Addressing the 'Well of Doubts'

Navigating the modern games industry requires a shift in perspective, moving away from the expectation of a linear career path toward a strategy defined by adaptability and proactive engagement.

  • Prioritize direct outreach and referrals over traditional application methods, as personal connections significantly increase the probability of securing an interview.
  • Shift focus from lengthy cover letters to concise communication and robust portfolios that provide direct evidence of skill and potential.
  • Utilize digital platforms like Discord, LinkedIn, and Twitter as primary hubs for networking to uncover unadvertised job opportunities.
Game Developers ConferenceJan 2022
Cover of Tokenomics #3 How to Build a Blockchain Gaming Studio from Scratch
78 min
Deconstructor of Fun78 min

Tokenomics #3 How to Build a Blockchain Gaming Studio from Scratch

The blockchain gaming sector is currently undergoing a strategic maturation, shifting away from speculative, inflationary play-to-earn models toward sustainable, mid-core, high-fantasy titles.

  • Blockchain gaming is shifting from inflationary play-to-earn models toward sustainable, mid-core, high-fantasy titles that prioritize long-term ecosystem health over short-term token performance.
  • Studios are mitigating macroeconomic volatility by converting crypto assets into stablecoins to ensure treasury stability amidst rising interest rates.
  • Competitive studios must achieve a sustainable economic balance where the cost-per-install (CPI) remains lower than the long-term lifetime value (LTV) of the player base.
Deconstructor of FunJan 2022
Article

Why Your First 10 Reviews Are the Most Important

The primary objective of this analysis is to explain the critical role of the first ten user reviews in determining a game’s visibility on the Steam platform.

  • Steam restricts visibility for new games by placing them in a 'closet' until they receive at least 10 reviews from verified purchasers.
  • Only reviews from customers who purchased the game with real money count toward the 10-review threshold; reviews from free keys do not contribute to this metric.
  • Once the 10-review milestone is reached, Steam begins promoting the game through the Discovery Queue, which provides significant and high-quality traffic.
How To Market A GameJan 2022
Article

Is Going Viral All Luck?

Marketing a video game is often perceived as a game of chance, particularly when developers achieve viral success through platforms like Reddit.

  • Marketing success relies on a balance of three media types: Owned (your own channels), Paid (ads), and Earned (organic viral exposure).
  • Earned media, such as viral Reddit posts, is unpredictable but can be optimized by targeting specific, passionate niches rather than attempting to appeal to a broad, casual audience.
  • Developers can increase the probability of viral success by creating games that align with known audience preferences, such as city builders on Steam, and by consistently engaging in relevant communities.
How To Market A GameJan 2022
Cover of Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic
Article

Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic

This study examines how Animal Crossing: New Horizons functioned as a social space for players during the COVID-19 lockdowns of 2020.

  • The study combines a collective autoethnography by eleven Quebec-based researchers with a computer-assisted analysis of 47,643 English-language, pandemic-related tweets posted between March and June 2020 about Animal Crossing: New Horizons.
  • Players framed the game primarily as a place to maintain friendships, with "friend" and "hang" at the center of the main lexical network of pandemic-related tweets.
  • A subset of 16,626 "date"-related tweets showed the game was frequently used for virtual dates, though many were sarcastic or involved non-player characters rather than genuine romantic partners.
DiGRAJan 2022
Cover of Examining the Flow Experience in Final Fantasy XIV Online through the Lens of Player Personality and Motivation to Play
Whitepaper5 pages

Examining the Flow Experience in Final Fantasy XIV Online through the Lens of Player Personality and Motivation to Play

This study examines how personality traits relate to motivation for play and to the experience of psychological flow among players of Final Fantasy XIV Online, a massively multiplayer online role-playing game.

  • A survey of 1,571 adult Final Fantasy XIV Online players (October 2021, recruited via social media, Discord, and Reddit) found that 30.5% play more than 40 hours per week and a further 17.2% play 31 to 40 hours per week.
  • Advancement motivation correlated most strongly with mechanics (r = .54) and competition (r = .45), both significant at p < .001, making these the dominant motivational pairings in the sample.
  • Advancement also showed smaller but significant associations with socializing, relationships, customization, escapism, extraversion, and conscientiousness, while agreeableness and neuroticism had weak negative correlations with advancement.
DiGRAJan 2022
Cover of Dating in Video Games: The Role of Game Features
Whitepaper4 pages

Dating in Video Games: The Role of Game Features

This study examines how couples use video game features to date and maintain intimate relationships, particularly during the COVID-19 pandemic when travel and movement restrictions pushed many couples into virtual spaces.

  • Couples used video games to date and maintain relationships during COVID-19, when travel and movement restrictions pushed intimate life into virtual spaces; the study shifts focus from a single title to the players themselves across multiple games.
  • Acts of service, such as shared storage chests and item transfers, were the most frequently mentioned feature category, with participants helping partners complete tasks (n=21) and sharing hard-to-obtain items (n=17).
  • External voice software such as Discord and Zoom was widely used for dating (n=33), and 12 participants reported feeling physical closeness from hearing their partner's voice.
DiGRAJan 2022
Cover of Networked Participation Sets the Game Free: Warhammer 40k on Tabletop Simulator
Whitepaper16 pages

Networked Participation Sets the Game Free: Warhammer 40k on Tabletop Simulator

Prax's 2022 DiGRA paper argues that the digital adaptation of Warhammer 40k on Tabletop Simulator (TTS) is defined less by its faithfulness to the analog game than by the networked participation of its players.

  • Prax's 2022 DiGRA paper argues that the defining feature of Warhammer 40k on Tabletop Simulator is networked player participation rather than faithfulness to the analog game, based on over a year of participant observation as a competitive player.
  • Tabletop Simulator substantially lowers barriers to entry because miniatures are copyable and shared rather than individually crafted and owned, and handling them carries less social stigma, reducing the financial and craft-based gatekeeping of analog competition.
  • The platform reproduces core social dynamics of tabletop play, such as shared dice-roll tension, Discord-based spectating, and collective narrative building, while adding automatic measurement, a player-made dice roller, and scoring and rule overlays that improve speed and transparency.
DiGRAJan 2022
Cover of For the Game
Report42 pages

For the Game

"For the Game" posits that gaming has transcended its niche origins to become a mass medium, projected to reach 3.5 billion gamers and over US$225 billion in revenue by 2025.

  • The global gaming industry is projected to reach 3.5 billion players and $225 billion in revenue by 2025.
  • 40% of U.S. consumers participate in gaming primarily to foster a sense of belonging, shifting the industry from simple leisure to a community-driven ecosystem.
  • Brands must abandon traditional, interruptive advertising in favor of motivation-based segmentation models that utilize data-fusion methodologies across 21 global markets.
DentsuJan 2022