Develop:Brighton 2023
2023-07-11..2023-07-13
Brighton, United Kingdom
[Develop:Brighton 2021, Develop:Brighton 2023, Develop:Brighton 2024]
| title | author | length |
|---|---|---|
| How to Avoid a Bad Steam Score? | Agnė Vitkutė | 41m |
Argues that early, repeated playtesting prevents a bad Steam score by turning recurring player complaints into specific fixes: add difficulty modes, revamp… | ||
| Mastering Discoverability: How to Attract and Nurture Your Game’s Audience | Federica Nocerino | 39m |
Concrete steps to raise discoverability: write a one-sentence elevator pitch, a 200–300 character short blurb, and a long press description; build a 10–15 tags… | ||
| Pitfalls of a Noisy Market - How to Do the Best You Can and Preparing for it Not Working Out | Claire Sharkey | 47m |
Practical checklist: treat Steam as your main channel and prioritize Steam — post weekly updates, keep a looping trailer on the store page, maintain… | ||
| PlateUp! – A Recipe For Success. Or Why Wishlists Don’t (Always) Matter | Simon Byron, Mark Cantwell | 46m |
PlateUp! outperforms wishlist-based forecasts: conservative estimate is 100,000 copies in two years but actual sales hit 201,000 units in the first month and… | ||
| Spreading an Indie Game on Social Media from Announcement to Release & Beyond | Brynmor Richards | 44m |
A practical system maps an indie campaign into 10 phases from pre-announcement through post-launch, using three broad content strands, an asset bank for… | ||
| TikTok Game Dev: The Eldritch Horror - How to Create Powerful Content | Oliver William Walker | 40m |
Daily posting for seven months grows an account from a few hundred views to 36,800 followers and multiple virals (five–ten at ~250k, one at 1.4M); a refined… | ||
| Why You're Already Out Of Touch on TikTok | Sam Jones | 47m |
Claim: TikTok now drives organic awareness not quick sales — it rewards talent over follower count and can amplify tiny accounts (example: a 1.1k-follower food… | ||
| nothing matches | ||