Star

@starlightskyes.bsky.social

Been in the game industry for a while. wholesome content + gamedev thoughts*:・゚✧*:・ 📜Discord temp closed 📷 https://www.instagram.com/starlightskyes/

We're live! In 10 days, expect Directing 101. For now, enjoy Marketing 101. We're going to cover a lot of 101 in this one: store pages, wishlists, KPIs, setting clear and measurable goals, press lists & releases, influencers, social media, ads, timelines, and some basic community management.

Rami Ismail (رامي)@ramiismail.com · 2mo ago

Getting read to launch Marketing 101 on courses.ramiismail.com - for those of you that bought the full package or pre-ordered, it should go live in the next hour and a half. For those of you interested, you can check the course details out at courses.ramiismail.com/courses/mark...

Talked to a fellow veteran gamedev yesterday. It made me think about what "success" means to me Old me would say big sales & recognition, but I've changed a lot over the past 3 years. Now success would be to have a team where we have fun making a game together. I want joy! I love the process😊

Genuinely, this concern about AI is one of the reasons why I think having friction in video games is good and why it's increasingly important to have games that simply exist instead of catering to our expectations. Reposting this message from Kojima about "pre-digested" art:

And he said, "If everyone likes it, it means it's mainstream. It means it's conventional. It means it's already pre-digested for people to like it. And I don't want that. I want people to end up liking things they didn't like when they first encountered it, because that's where you really end up loving something."
Andboo Haunton 😷🎃@andrewhinton.bsky.social · 5mo ago

“The Al is not just telling you what you want to hear. It is training you, one conversation at a time, to need less friction, expect more agreement, and become slightly less capable of handling a situation where someone pushes back on you”

Many people are asking me what game I am making. It's a gothic arcade adventure. You play multiple arcade games and then inside the arcade itself there is a mystery 👻 It's still to early in development for a steam page because it has a lot of customized assets. But I post updates in my discord!

I have a strange question gamedev friends. We've been having talks of game preservation for awhile. What can I do while building my game to make it easier for myself in the future for preservation? Any best practices? I don't even know where to begin

It maybe the 10 hour shift I did today, but I don't know how I am gonna juggle everything in my life. Just keep going one day at a time hoping this leads to a better life

I don't think people understand how hard it is to work in the video-game industry right now. If you've been laid off, it can take months if not years to find new work. If you haven't been laid off, you're anxious that you will be laid off. This week's column: www.bloomberg.com/news/newslet...

It Sucks to Work in the Video-Game Industry Right Now

Even developers who successfully release big hits, like Fortnite and Battlefield, are losing their jobs

bloomberg.com

1) Buy the game on Steam. Directly on Steam, not through a third party seller. This tells Steam's algorithm that the game is worth buying. If it's on sale, that's a great time! 2) Play the game for at least two hours. This tells Steam's algorithm the game is worth playing.

i think what a lot of people never seem to realize is that a lot of people's vision of an "epic dream game" isn't actually very deep and comes down to scale and/or having a lot of features, whereas by embracing limitations you can be pushed in a far more radical direction.

John@farawaytimes.bsky.social · 8mo ago

rpgmaker definitely isn't the right tool for everyone, but I think using opinionated pre-baked tools to make some games would be very instructive to a lot of folks setting out to make their epic custom dream game. they're a much lower-stakes way to learn important lessons like "how to tell a story"

I see comments online like, "Do you expect them to just keep paying people when there's not as much work to do and the game isn't selling a ton?" Sure do. Plan your development cycle, budget, and release so most of your studio isn't let go based on its immediate reception and sales.

My most popular game remains an unpolished stream of conscious mess I made when I was 14-16 with no idea how to draw pixel art or code anything. People just want something genuine.