This document provides information about the game publishing process from the perspective of a game publisher. It discusses what developers can and cannot control in the process, including building the game, pitching it, budgets, teams, and publisher strategies. It notes that publishers have limited resources and sign a small number of games each year. A no from a publisher is usually quick and not personal, while a yes requires approval from many individuals. Developers are advised to ask publishers for feedback if rejected.
5. What am I talking about?
There are many, many reasons a publisher
might not sign your game
You can’t control most of them
And that’s OK
6. Questions at the end!
I will literally answer anything that doesn’t
include secret numbers.
Think up your difficult questions now!
If you’re shy, have the person next to you ask it
7. What you CAN control
Most of this process you can’t control.
Here’s what you can…
8. Your game build
How do you get someone to understand what
years of work might look like, all in a matter of
minutes?
Magic
9. Your pitch
(It doesn’t really matter)
(well it sort of does)
Look how simple that was though
10. Back to magic
Magic
The game looked like garbage (sorry Danny).
But it had something special.
17. We do not have infinite resources
We only want to sign X games per year
For Raw Fury this is around 4-6
It’s about care and attention, rather than funds
18. What does that mean?
PAX booth
only has
room for 3
games
Xbox offers an
E3
announcement
CERT takes a
lot of time and
effort
19. It’s about only holding so many hands
If the publishers attention is split across MANY
developers, then this is bad.
We haven’t managed to clone our producers
21. No more emojis
Limited by
resources, not
by lack of
quality games
Significantly
more
competition
now to get
signed by Raw
Fury
Good job
Callum you
idiot
22. A no is QUICK
It can take less than 1 minute for me to decide
24. It’s often not your fault
Genre
We already have a similar game
Doesn’t “feel” right
Doesn’t immediately cause a reaction
I’m just not in the mood for that type of game
I didn’t eat breakfast yet
25. Seriously, it isn’t
Maybe we are at max capacity
Maybe we ran out of money! (oh no)
A no is often one-person’s decision, a yes is
often many people’s
26. Why you don’t need a publisher
We aren’t the magic ticket to getting games
sold
Not every game we publish is a success
Not all these games
will get signed.
33. Finally
You can ask people like me, and other publishers, for advice
If you get a no, asking for some more info on why, is always OK
It’s OK to get a no, if you have a plan.
34. Thank you DevGAMM <3
@DevRelCallum
callum@rawfury.com (Publishing!)
Or
callum@robotteddy.org (Consulting!)
Or
callum@caffeine.tv (Streaming!)
Please ask awkward questions
Editor's Notes
Real world experience
Real world experience
I asked my friends on Facebook what they would say in a talk like this
(Seriously)
Let’s pick out the best
I asked my friends on Facebook what they would say in a talk like this
(Seriously)
Let’s pick out the best