Knowledgebase

Developing a Game in Public Print

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Sharing progress.

WHAT IT PROVIDES

An audience building before release Feedback while changes are cheap Accountability Motivation from response

WHAT IT COSTS

Time spent on posting rather than building Exposure of unfinished work Pressure from expectations

WHAT TO SHARE

Visual progress, which travels Problems solved Decisions and their reasoning

WHY VISUAL PROGRESS SPECIFICALLY

Text about game development reaches few people; a short clip reaches many.

WHAT TO POST REGULARLY

Something, consistently, rather than perfectly.

WHAT TO AVOID

Announcing dates Promising features Responding to every suggestion Sharing so much that release holds no novelty

WHAT TO COLLECT

A way to contact interested people directly.

WHY

Platform reach is unreliable, and a direct list is not.

WHAT TO BE PREPARED FOR

Silence, initially.

WHY THAT IS NORMAL

Audiences build slowly, and early posts reach almost nobody.

WHAT TO MEASURE

Whether interest converts to anything at release.

WHAT TO PROTECT

Time for actual development.


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