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.