Marketing & Sales for Video Games and Game Jam Kickoff - May 14 @ 2PM ET - Live from Epic HQ

Here are my notes from before the stream, steam of consciousness style:

Start smart

Incorporate early
Memorable name

  • “Not 3 16 year olds in a garage” or “Wekindasuck.com
  • Epic Mega Games! (It was just Tim!)
    Clean, simple logo
  • Think about one color printing
  • Being easily sized
  • Have a vector version that can be modified for print, web, etc.
  • Should not look like a Heavy Metal band logo from 80’s (it was cool when you were 14)
  • Focus test it with friends and family!
    Have a business plan EARLY
  • understand the $ needed to go to market (dev cost + PR + marketing + operations)
  • budget for marketing
  • Don’t “hope it works out”, cause it won’t

Marketing 101

Community, Community, Community
Forums, Twitter, Twitch, Youtube, Facebook, etc

  • go where your community is! do everything, see what gets the best response
    Instagram is taking off, some folks are experimenting with Snapchat and Periscope
    Build a game personality, or in marketing speak “A Brand”
  • Talk about what that means
    Look at what other successful indies have done
  • Torn Banner, Tripwire, Coffee Stain
    Identify your most active community members
  • consider hiring them, or giving special access

Finish Smart

Target the best platform for your kind of title

  • console is an open market (no barriers!), not enough content right now!
  • mobile scary
  • Steam crowded, but rewarding
    Kickstarter is a great marketing tool. Terrible funding source.
  • If your Kickstarter fails, it should tell you the market doesn’t want your game. (Yes, it’s that brutal.)
  • If any of your are out there with the sole plan of using Kickstarter to fund the entire dev budget of your title - there is a high likelyhood of failure.
  • If I don’t know you, or your IP - Kickstarter probably not a good idea.
    Steam Early Access can be a great way to earn a little $ to bridge the gap to launch. It also can be a great marketing tool.
    Treat both of the above as product launch - with huge effort in marketing/awareness/push
    Lean on partners for help! Epic, nVidia, ID@Xbox, Sony, Apple, Google, Amazon, Logitech, Razor all have opportunities to leverage for marketing/tradeshow presence/contests/etc
  • Sony is being particularly friendly to indie devs! PS Plus opportunities!
    Go to tradeshows. Raises visibility + gets you in front of the press. PAX, Indiecade, etc. Yes, it’s expensive.
    Youtube/Twitch reviewers(players?) are worth their weight in gold, try to get one excited about your game.
    Focus on a platform at launch, but if success - have a plan to port to everything else. Build a long term income stream to fund future activities
    Have a plan for post launch regular, frequent updates. Each update = more sales.
    Watch your metrics.
  • A slow rise in # of players is actually good, will hit momentum at some point. (SMITE is a great example.)
  • Know when to walk away.
    There are some small publishers that can help with marketing/PR (and some funds). 505 Games, VS. Evil, Sierra Online, etc. May be right for you, may not.

Making the game is the easy part. Don’t discount good marketing/PR/biz dev!

Joe Kreiner
Engine Licensing for the Americas
Epic Games
joe.kreiner@epicgames.com
@joekreiner