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Подготовка к релизу на Steam,
опыт The Wild Eight
Иван Белоусов, продюсер в
1. Steam сегодня
Источник: What I learned playing "SteamProphet", Lars Doucet
1. Steam сегодня
Источник: What I learned playing "SteamProphet", Lars Doucet
2. The Wild Eight сегодня
3. Путь The Wild Eight
10 февраля, 2016 — анонс проекта
5 апреля, 2016 — старт Kickstarter-кампании
26 апреля, 2016 — Pre-Alpha для всех
17 сентября, 2016 — закрытая Alpha для бэкеров
7 ноября, 2016 — Gameplay Overview видео
8 февраля, 2017 — Релиз
4. Анализ похожих игр
Смотрите CCU, локальные цены, участие в
бандлах и распродажах
Смотрите географию игроков, соотношение
Players/Owners, кол-во подписчиков
Смотрите предстоящие релизы,
включайте мозг (помогает везде)
5. Что нам дал Kickstarter
● Уверенность в достаточном интересе к игре
● Понимание, что нужно поменять
● Дополнительный маркетинговый раунд
● Большее понимание географии потенциальных игроков
● Игроки для закрытых тестов
6. Steam – это не только сами продажи
Ведите форумВедите блог
7. Сообщество вне Steam
● Дайте понять, зачем человеку отдавать вам свой email
● Discord набирает обороты
● Работать с соц-сетями сложнее, чем когда-либо раньше
● Видео лучше текста
8. ???
● ???
● ???
● ???
PROFIT.

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Ivan Belousov, HypeTrain Digital

  • 1. Подготовка к релизу на Steam, опыт The Wild Eight Иван Белоусов, продюсер в
  • 2. 1. Steam сегодня Источник: What I learned playing "SteamProphet", Lars Doucet
  • 3. 1. Steam сегодня Источник: What I learned playing "SteamProphet", Lars Doucet
  • 4. 2. The Wild Eight сегодня
  • 5. 3. Путь The Wild Eight 10 февраля, 2016 — анонс проекта 5 апреля, 2016 — старт Kickstarter-кампании 26 апреля, 2016 — Pre-Alpha для всех 17 сентября, 2016 — закрытая Alpha для бэкеров 7 ноября, 2016 — Gameplay Overview видео 8 февраля, 2017 — Релиз
  • 6. 4. Анализ похожих игр Смотрите CCU, локальные цены, участие в бандлах и распродажах Смотрите географию игроков, соотношение Players/Owners, кол-во подписчиков Смотрите предстоящие релизы, включайте мозг (помогает везде)
  • 7. 5. Что нам дал Kickstarter ● Уверенность в достаточном интересе к игре ● Понимание, что нужно поменять ● Дополнительный маркетинговый раунд ● Большее понимание географии потенциальных игроков ● Игроки для закрытых тестов
  • 8. 6. Steam – это не только сами продажи Ведите форумВедите блог
  • 9. 7. Сообщество вне Steam ● Дайте понять, зачем человеку отдавать вам свой email ● Discord набирает обороты ● Работать с соц-сетями сложнее, чем когда-либо раньше ● Видео лучше текста
  • 10. 8. ??? ● ??? ● ??? ● ???