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Selling games (Page 2)

Tunic logo with fox holding up a sword
Academy

Fine-tuning Tunic's marketing message

Finji CEO Bekah Saltsman identified three problems heading into the game's release and five efforts to address them
Don't do that: What to avoid when soft launching a game
Academy

Don't do that: What to avoid when soft launching a game

AppQuantum's Sergey Ryabtsev and Alina Zlotnik reflect on the mistakes made on a cancelled project and share advice on soft launching in the mobile free-to-play space
Pitching to work on a well-known IP
Academy

Pitching to work on a well-known IP

CEO Aj Grand-Scrutton talks through the process that gave Dlala Studios access to established characters like Mickey Mouse and Battletoads
Making distinctive game brands
Academy

Making distinctive game brands

Consultants and marketing experts suggest a process that will help ensure your new gaming IP truly stands out
How to break into the alternative app stores
Academy

How to break into the alternative app stores

Flexion's Andreas Mac Mahon goes step by step through the process of taking a game from Google Play and making it sing on other app stores
Earning wishlists on Steam: A case study
Academy

Earning wishlists on Steam: A case study

Black Tabby Games' Tony Howard-Arias explains how Slay the Princess earned 25,000 wishlists in two weeks and gives tips to other indies looking to build their audience
A beginner's guide to approaching influencers
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A beginner's guide to approaching influencers

Plan of Attack's Dom Lawrence shares ten tips about getting in touch with content creators and increasing your chance to get a partnership going
How to get your indie game noticed
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How to get your indie game noticed

PR and marketing experts offer their expertise and advice for indie developers in this GI Live Online panel