Getting published
summary
RC Laser Warrior lands on Shockwave and becomes a boxed retail SKU rebranded as Cars of Fury boxed SKU with USB joystick, while contract work includes advergames for Disney, Honeycomb and a Cisco training title. The indie plan centers on Blurst: unified login, achievements, 2‑month prototypes with analytics already logging 13 million scoring events and 4.9 million raptors killed. iPhone launches require provisioning and a separate paid contract approval, expect $0.99–$2 pricing and volatile sales where top 10 ≈2,000/day, #1 ≈10,000/day.
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chapters (18)
- 0:00Indie game publishing intro
- 3:54From online to boxed games
- 7:22Finishing games and persistence
- 9:05Game distribution channels
- 11:58Building community on Blurst
- 15:29Casual game portals challenges
- 22:11Branded and contract projects
- 27:08Client expectations in contracts
- 29:36iPhone publishing process
- 33:08iPhone pricing strategies
- 35:35iPhone revenue expectations
- 37:20Sales tracking on iPhone and portals
- 40:51Alternative download distribution
- 41:58Press release strategies
- 43:22IGF contests for exposure
- 48:19Managing game IP
- 51:27Contract negotiation terms
- 51:48Closing remarks
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