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  • 125 Things I Learned While Developing Games

    [09.15.15]
    - Steven Honders

  • 41) People will try to use you for their own gain.

    42) Those people can still be your friends, they just think you offer value as well.

    43) Your family can help you, even if they don't understand games.

    44) Make contact with your local gamedev scene, you'll make friends and learn stuff.

    45) Always try to help others when they ask, no matter how successful you've become.

    46) Remember that everyone started at the bottom.

    47) AAA isn't soulless, people making them are just as passionate as you are.

    48) Publishers aren't evil, most of them are awesome.

    49) Even the biggest publishers do their best, but big companies have a bad communication structure in general.

    50) Go to events if you can, even if they're just local and small.

    51) You do want to sell your game on Steam if it's for PC (it's 99% of your potential market).

    52) But also sell it at smaller platforms (Itch.io, GoG, etc).

    53) I don't know much about console markets, sorry :') (But you do remember tip nr.right?).

    54) If someone tells you, you can always contact them for help, they probably mean it.

    55) If people don't respond to your e-mail they probably haven't read it, because their inbox is flooded.

    56) Don't be afraid to send a follow-up e-mail, but don't be 'that guy'.

    57) If you've got some kind of relationship (IRL, Online, etc) with the person you try to contact, social media is a better option then e-mail in general.

    58) Always start with the least amount of necessary people on a project.

    59) Down scaling a team is something you want to avoid, up scaling is always an option if needed.

    60) Look at everything around you for inspiration, don't be stuck at just looking at other games.

    61) Inspiration can come at anytime and anywhere, always have a way of writing it down.

    62) Game design documentation is necessary, no one likes it though.

    63) You'll need someone in your team with a business focus. That person can still be a dev.

    64) Marketing will need your full attention.

    65) You'll need to market your game as early as possible

    66) Remember that everything that goes online, stays online though.

    67) You're always responsible for what you say (online). Even when sad, drunk, sick or whatever.

    68) Some people will try to attack you on your weaknesses.

    69) Again, those people aren't worth your attention.

    70) Do try to learn something from what they say, there is always some truth behind everything.

    71) You can also call a person if you really need their attention.

    72) Grammar check any text that you publish.

    73) Strategies that worked yesterday, won't necessarily work tomorrow.

    74) Always be original, don't copy other people's work.

    75) Always read stuff that you need to sign with a signature, ask if you don't understand something.

    76) When approaching journalists, think about what story you want to tell.

    77) 'I just want to make fun games' isn't a great story

    78) Avoid the use of buzzwords like innovative, immersive, unique, etc as a way to describe your game.

    79) Think outside the box when monetizing your game.

    80) Multiplayer games are fun to make, but really hard to sell when you're just starting.

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