~/talk

Looking back at Action Henk

Talkat Codemotion Amsterdam 2017 · 2017-05-16..05-17· [game-development]
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slides:none on file

Debrief of Action Henk development: studio chooses Unity, then replaces Unity physics with a custom raycast physics layer to handle both high and low speeds; builds a level prediction tool that simulates ~250 randomized runs to place safe landing pads; launches on Steam Early Access after nine months, finishes full release at 1.5 years; uses Photon, Marmoset, Rewired, Amplify Color, GameAnalytics and asset store packs; Twitch streams burn time; roughly 75% of sales trace to YouTubers/streamers (Markiplier gives the biggest spike).

AI-written summary · about

  1. 0:00Introduction to Action Henk
  2. 3:04Game overview and trailer
  3. 3:24Choosing Steam as launch platform
  4. 4:27Funding the first game
  5. 5:49Working efficiently with Unity
  6. 7:13Sticking to team strengths in art
  7. 8:14Physics-based gameplay focus
  8. 9:17Predictive level design tool
  9. 12:06Using external tech and assets
  10. 14:36Early development milestone pitfalls
  11. 16:02Marketing through live streams
  12. 17:46Evaluating game events and conferences
  13. 18:52Steam Early Access launch
  14. 20:36Early Access feature creep challenges
  15. 22:00Full game launch strategy
  16. 23:06YouTuber influence on sales
  17. 26:54Console port with publisher
  18. 28:19Humble Bundle and piracy impact
  19. 30:45Digital culture and game distribution
  20. 31:06Wrap-up and resources
  21. 31:50Q&A session
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