Launching Your First Game | Inside Unreal

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AMANDA: Hey folks - today we're thrilled to introduce MetaPets--the next-generation of digital best friends from Unreal Engine. Prepared for cuddles and ready to play in a wide range of virtual parks and yards, MetaPets will be created by you, using the new easy-to-use MetaPet Creator. This is just a sneak peak, stay tuned for future updates! Have you heard? We're celebrating our first-ever Unreal Indies Week! All week we've been highlighting the stories of incredible teams from all around the world and sharing their achievements, struggles, and victories in video game development. On the feed, discover their inspirational tales, how they've overcome technical challenges, unearthed funds to carry on with their development, and more. Every year--twice, in fact--we put out Student Showcase reels that reflect some of the amazing projects we've been sent or shown during that time period. If you're looking to stand out from the rest of the class, then act fast and submit your Unreal project for our Spring Student Showcase by Friday, April 2! Get the details below. Want to know how Weta Digital created the realistic creature grooms in the Meerkat short film? Then you'll fur sure want to check out our latest webinar, where you'll learn how to create hair, fur, and feathers from the experts. Watch the full webinar on the Unreal Engine YouTube channel. Twinmotion 2021 released earlier this week, bringing with it a bridge to Unreal Engine, the ability to share your projects with anyone, anywhere using Presenter Cloud, direct access to thousands of Quixel MegaScans right in Twinmotion, and more. Find a complete list of updates and then take Twinmotion for a spin. Cesium for Unreal is available on the Marketplace! The free, open source plugin unlocks decades of 3D geospatial technology for Unreal Engine, empowering you to create applications using full-scale, real world content. Fly over to the Marketplace and download it today. And now to highlight this week's top weekly karma earners. Many thanks to: GrumbleBunny ,Everynone, ClockworkOcean, BamaGame, Shadowriver, LunaNelis, RocknRolla, KuroPhoenix7, ozbitme, and Nachomonkey2 Put your hands up for the Haven Virtual Concert experience. Presented by The Game Bakers and G4F Records, the concert was designed by artist and musician Danger, featuring tracks from Haven and Furi's soundtracks, and others. Jump into the groove via your favorite console or PC platform! Need help scripting your story, quests, dialogues, or other event-based systems? Well MothDoctor is in, and they've released version one of their Flow Graph plugin for Unreal Engine. You can download the plugin for free on GitHub, and watch their tutorial presentation on YouTube. And last up, explore The Fabled Woods in the dark and mysterious narrative adventure from CyberPunch Studios. Despite the picturesque beauty on the surface, terrible secrets lurk among the shifting boughs. Take the first step into the woods on Steam. Thanks for watching this week's News and Community Spotlight. VICTOR: Hi, everyone, and welcome to Inside Unreal, a weekly show where we learn, explore, and celebrate everything Unreal. I'm your host Victor Brodin, and today we've invited four of our Evangelists to talk a little bit about their experiences launching their first games. Let me introduce Alex Stevens. ALEX: Hey. VICTOR: Andreas Suika. ANDREAS: Hey. VICTOR: Martina Santoro. MARTINA: Hola. VICTOR: And Samuel Bass. SAMUEL: Hi. VICTOR: Welcome to the stream. Like I said, we are going to talk a little bit about your experiences launching your first game since all of you come from various forms of game development backgrounds and have some form of experience inside the indie universe. Now, we have prepared questions for discussion but feel free to submit your own in chat today and we will either take them throughout the stream or at the end when we're doing a little bit of a Q&A. First question coming right up. I would like you to introduce yourself and why don't you let the audience a little bit how you got into game development. Let's start with Alex. ALEX: Hey, I'm Alex Stevens, I'm one of the Evangelists here for Australia and New Zealand. And I cover-- mostly I'm a programmer. So I started in the games industry probably officially 2012 ish. However, I'd always been tinkering with a bit of programming, and Flash, and stuff like that. So first games were built in Flash with action script and just a little side scrollers and little shoot them up games, kind of stuff like that. Played around with a little bit of CryEngine back in like I think it was 2010, something like that. But this was while I was studying at uni. And then out of uni one of my mates was like, hey, do you want start playing with games, and UDK. And we started on a horror project called [INAUDIBLE], and so I started developing that, and we can probably go on a little bit more about that later on the stream. But I must say it was interesting. But traditionally I come from an engineering background not so much a computer science or game design background. So I get a little bit of a different lens there. VICTOR: Awesome. Let's move over to Andreas. ANDREAS: Yeah. I started like 20 years ago. I'm in that kind of-- I'm this generation where there were no schools or no anything even-- I come from Germany. I'm Evangelist for central Europe. And here 20 years ago, nobody knew that there's even game development. So when I first started it, it was hard to convince everybody around me that this is a real job. But I started actually studying engineering, and I got married. We had two kids so I was always looking for the opportunity of side jobs. And Blue Byte back in the day were looking for testers. So I applied there, and I started as a tester. And after two weeks someone came into the room and asked, is there someone who can script or do something. And I was like, here, here. Which was not completely true, but you have to try. So they were sitting me in front of a PC giving me a Lua book. So Lua scripting is where I actually came from. And then I had to script for Settlers, which is this strategy building up game tutorial which was awful. That was the worst thing I ever did. And then the company grew. I was thinking it was not too bad what I did there so they kept me. And then Ubisoft bought the company. And then it wasn't-- back in the days they were no real game designers so they were looking around-- Ubisoft-- and saying, OK, we bought this company. Who is a game designer here and suddenly they named me. So suddenly I was a game designer. Suddenly I was responsible for a big brand in Germany at least for a game and then-- yeah. I went from there. I stuck with Ubisoft for a long time. And then I left and found a publisher, a small mobile games publisher and grew that with venture capital. So that was kind of special then I left there and did some freelancing and 2017 I released a small indie game called Long Journey Home with Unreal Engine. So I was on the other side. And I also managed-- I did a lot of different stuff. I managed the in the Indie Arena Booth, which is the biggest independent booth on Gamescom that days. But I was always in touch with some people from Epic, and I joined, and I don't regret any minute of it. So now I'm in the mix of making cool stuff and talking with developers. I'm trying to help them. So I'm looking also forward for this stream. This is nice. VICTOR: Thank you, Andreas. Martina, please go ahead. MARTINA: Well, so I'm Martina Santoro. I'm Evangelist for Latin America. I'm based in Buenos Aires in Argentina, so it's kind of like almost Antarctica. That's how far away I am. I've been working in the games industry for over the last, I guess, like 10 or 15 years. I actually started working in the animation world. And with my partner, with Lucas we used to go to all these festivals and present our projects to production companies, and they were like super ambitious. Like every time have like this comic book that like expanded the universe of the characters in a movie, or a TV series, or a video game. And people would say like whoa this is amazing, let's do this. There is no way I'm going to give you money for your game but can you do this with my IP. So that's kind of how we got into the gaming world. As kind of like Andreas mentioned, just to be there to do that. There weren't many game studios in Argentina even though the industry it's around also like 20 years old. Again no places to go and study. And especially it wasn't that easy either to convince your parents that you were going into this industry. They had no idea what you were doing-- what they were supposed to expect. And it's like-- I think it's harder to tell your parents you're going into the games industry than coming out of the closet sometime in this part of the world. So we were super lucky we started to work with all these companies that were mainly from the animation industry, from films and developing games for them. Until one day we decided to work on our own thing. We weren't working with a brand. We weren't working with somebody else's IP. With a brand guide or anything like that. And we created our first point and click adventure. Andreas knows what I'm talking about. And that kind of like presented us to the world as an actual independent game studio. We actually show this game in festivals and markets around the world. And we kind of like got this opportunity to stop making kind of like advert games. Like games that were thought for advertising something else but they were actual games. We were working on games that we were completely free to design. Yes. But their destiny, I don't know. So we again went to markets and festivals, and we pitched this idea, and everybody told us this looks great. There is no way we are going to give you money for this. So the same thing happened all over again. But the cool thing was that it was kind of like our presentation portfolio to have a game that was beautiful, that was fun, that was actually entertaining, and playable. We actually could send something to someone and somebody can test it and enjoy it. So it opened us a lot of doors. We started working with companies from all over the world and just like we're like committed full time to develop original content and that was an amazing opportunity. I've been always also very active in the community working in the Argentinian games development industry, working regionally, helping other countries to get resources, and funding, and help from different resources that we have. So I worked for 10 years as a member of the local IGDA that it's called ADVA. I even got to be the first female president of ADVA a couple of years ago and together with the other 11 countries we started the Latin American Federation to-- kind of like Star Trek-- work together to help developers in the Latin region. So yes that's mainly it. I've been knowing Paulo and Chris and they've been in all the evangelizing team in Latin America for a really long time. And when in 2019 they asked me if I wanted to join it was actually a weird question. They told me like do you know someone that can join us. And I was like, yes, of course, I can introduce you to so many people. I'm like a living-- like an agenda or something like that. And they told me like, you idiot, we wanted you to work with us. So it was a very romantic way of popping the question. And that's how I joined the team. I'm sorry I made it so long. VICTOR: It's a great story. Why don't we hear from you as well, Samuel, before we start digging in. SAMUEL: Hi, I'm Sam. I'm Evangelist for the Americas, and I am the new kid. But I am not the new kid in game development. I have been a game developer for 26 years now. More than a quarter century, which is terrifying in that I think I've forgotten more than I know at this point. I started out-- I'm from England. I started out as a kid with an Atari computer, which had no games in the UK. So I started making my own games as a kid and had the big dream of moving to California, and making video games when I was a teenager. So I did and got a job at a little developer in the Bay Area making DOS games back when that was a thing. And from there I went to EA, and was with EA for 12 years doing AAA things and niche strategy game things. I made Command and Conquer games for a while. Worked in some Medal of Honor games. Learned a ridiculous amount about shipping a game. Every year on the dot. No delays. Like to say eight games eight years I learned a lot. I will never do that again. And then after my time at EA came to an end I got into indie VR development. Joined up with some friends to start a company called Three One Zero. We made a game called Adrift for the Oculus Rift and the Vive in Unreal 4, we were an Oculus Rift launch title. So we are right up there on sort of the cutting edge of VR but we were a team of five people plus contractors and support from a publisher obviously. But we are a small team making a very ambitious game on Unreal Engine with new tech and trying to get it out the door, which was very relevant to today's discussion. And I learned that everything I learned before was not necessarily applicable to you have five people, and the question is there someone to do that? Yes, it's you. You should go do it. And so after working indie VR for the last couple of years, spending some time in story based gaming, which was pretty fun. Working in a more narrative space. Joined up with Epic to promote indie game development because my real passion is democratizing game development. I want everyone to be able to make games and this seems like a good way to help them do it. And so here I am, hi. VICTOR: Welcome, Sam, and relatively new to the team as well. Exciting to have you here. Awesome. So hopefully the audience a little bit about who you are but now I wanted us to dig into some of your experiences of going through the roller coaster of starting a team, developing a game, and then hopefully launching it. And so leading to that, let's start off with was there any project that you launched or you would consider a success? And what does success mean to you sort of back then and then today where you are? And do a little retrospective on any of these possible successes that you've had. I'm just going to open up the floor to anyone who likes to take the lead here. ANDREAS: Well, I can start. Sam already implied it. It is highly depending where you are and what you do defines a lot what your-- what is a success story. So if you ask me I would have really to think about what's a success story. So I launched games with Ubisoft. They were pretty successful. So that's a success story. I launched my small indie game which was financially not extremely successful. But that's a success story for me because we built something up from scratch, and we did something unusual, and that was holding up. So it might not have been from a financial perspective like the big thing but from the content or from how we develop game it was extremely cool because that was one of the games where we had like sound, and music, and art from the beginning. So we first did the motion we want to achieve and then we did the mechanics. And I come from a game mechanic background. So to do that in that way with only eight people that was awesome, and so an awesome success story. So the first question you have to ask yourself and that's also true for your indie studio if you start. Even if you're a solo developer, or if you have two, or three people. Or if you're like, OK, we are aiming for a prototype, and then trying to get more money so we may grow very fast. The question you have to ask yourself is what are the KPIs so to say. What is a success for you? Is it maybe a success to get your company on the map? Like having survived the first game and then grow from there? Or is it like I want to make money with the first game then you would maybe approach it differently. Which could mean like let's do like small games and churn them out like one month. Each month one game until one fits. That would be different than saying, OK, we have five people and we spend half a year on a prototype or we spend like 10 people on two years for a full game. And it depends where you are in your life. So when I started Long Journey Home I turned 40. And the reason I wanted to make this so as the game called the Long Journey Home, so it's about finding your way home. So I turned 40. So I questioned myself. OK, I'm 40. I have two old grown kids. They will leave the house soon. So where am I. Did I come home in a more metaphorical sense. So for me to be able to work on that for two years was a success despite even if it were to have absolutely failed here it would have been a success for me because I could spend my time on that. Yeah. SAMUEL: 100%. I mean, that's very much my metric is-- yes, if I'm working at a big studio and I'm making a big studio game then there are clear metrics for success that we trying to hit. Where you want to sell that many copies. But when we went and made Adrift that was again we made from the heart. And it was about an emotion and the awe of VR, and the feeling of isolation, and really building a mood and the story. And yes, we wanted to be successful. Who doesn't want to be successful. But on a personal level the fact that the game achieved our goals of creating that emotion, and that experience. And managed to ship relatively clean with the Oculus Rift, which is a pretty nifty thing to do. That was my one sort of more techie measure of success is can you ship it clean because one of the hardest things about getting a game out the door is knowing which bugs you have to fix. So I was like, I would like Adrift to ship in a way that it doesn't crash on people and if there are bugs they're not crazy bugs, and we can go fix them. And it became very much a thing if someone would post something on Twitter, Oh, hey, this weird thing happens and we'd be right there going, OK, cool we're going to go take a look at that. And it meant-- it was a very clean launch in that respect, and it was like emotionally meaningful, and also as a technical designer it made my brain happy because it wasn't built jankily. ALEX: And for me we go completely on the other side of the spectrum where like Sam is kind of in the middle. Where it's like the feel good, and the tech design side of things-- where I'm going for tech designer because being a programmer I'm just like I just want to do cool stuff in the engine. Break it apart, make it bend to my will. And so like for me measure of success is just like did I get this game running optimally. There's still a little bit like of an art side of things but it's definitely-- did I get this running on frame because like I'm a VR developer as well, and so back to the game for me is my satisfaction. But also the putting in the grease like lifting your-- what's the idiom? Terrible [INAUDIBLE] guy. Elbow grease, that's the one. Thank you. Yeah. Kind of like that stuff. Just getting in the hard yards, pushing something out that people can enjoy. It's probably a little bit more of a simplistic approach but I definitely enjoy the process and working with the team as well. So for success for me it's definitely more about the result of the community and working with some great people. VICTOR: And in retrospect-- oh, sorry go ahead, Martina. MARTINA: Oh. well, I think it has maybe like a different meaning for us. In Latin America we don't have many resources. There wasn't an Epic MegaGrant or anything like that back then. So just surviving for us I think it meant success. Just the experience of keeping a game, and launching it, and actually going through the process of learning all these steps. I mean, when we started working we got for example, to work with Square Enix in a very small game for Latin America. The name was [INAUDIBLE]. It was mobile game. So it wasn't anything like Tomb Raider or I don't know, Final Fantasy. But the thing was that just for us going through all this process it meant working with publishers. Working with people from around the world. Learning more about ourselves or how to organize a team. It was kind of like I survived Square Enix. What's the name of this generals things in the Army that you get. So each of those steps kind of like taught us a lot. So for the next project I think we were in a better position to keep growing. We got to work with Cartoon Network, or Disney, or Kongregate. Even if some of those projects weren't publish or weren't successful releases. Like I think our most successful game it's an endless runner with Mr. Bean, you know this guy. So it's either you love him or you hate him but you know who Mr. Bean is. ANDREAS: Nobody hates him. MARTINA: And at the same time it wasn't the game that reflected our interests in details. So it's kind of crazy that just for us to actually keep making gains. Keep engaging with the community. Getting all these opportunities, or working in new platforms, or getting featured, like those kind of things when you are working on your own. I think that looking back now I think that those were our biggest successes. ANDREAS: I think what you can already hear a bit is-- I mean what I personally like with games and that's all reflected a little bit is like everybody has his own kind of view and taste to it. I mean, I love games. I love making games more than playing actually. I love making it because I learn a lot about myself and I see a lot of cool questions coming in, and I want a little bit to go in that direction as well because there's a lot of questions about marketing and stuff. So I think one goal you have and especially the smaller you are. So if you are only one person making a game or if you're three that's already a big difference. So the people who do the game first have to figure out what does it tell it, and what do they want to do, and what don't they want to do, and where they maybe need help. So a friend of mine is a solo developer right now-- was a pretty successful one-- and he hates marketing. But he has he has found good people who help him with marketing. So he is saying, OK, my thing is making the game. I can make the game great. I'm not so great in doing the marketing thing. And he realized early enough not to try it by himself. So finding out first what you want to do, and what's your passion, and where do you think your talent is most useful for is already one part of the journey. SAMUEL: Marketing assets are hard too. I mean, that is one of the key lessons you learn. Making a game-- is that making a good screenshot is not just a matter of taking a bunch of screenshots and picking one. And making a video asset, or a trailer it's ours or if not weeks of work to get it to the level of quality to promote your game. So do you have the time to do that if not who does who can help you and this is-- ANDREAS: And do you-- and do you have the eye for it. I think especially you see that a lot. So take a look at-- I mean, even if you are a gamer and not a game developer take a look on Steam. Take a look on any platform-- take a look at the screenshots they have there. So if it's like, oh, yeah, the QA can make a screenshot when they play. That's not how you will sell your game in the best way. So maybe you are lucky and have someone in QA who has a really good eye for it. But I mean, if you look-- you cannot copy what the big companies are doing. They are building systems for that in the game so someone can make really proper screenshots, try to recreate a special move moment, and then even go over it and do custom things to it. But first you have to ask yourself when you do the marketing stuff what does your-- what message do you want to transport and then you have to find a good way to make this visually. So this is so many different talent and it's extremely hard to make a game completely by your own. It is extremely hard. And people don't get it. So players-- and I don't want to say something wrong here but players don't get it. It's still a kind of a black box for them. So for them it's still like, yeah, you click some buttons here and then the game is done but actually it's extremely hard. And then comes all the other stuff on top. MARTINA: And then one tiny comment about something you were saying, Andi, it's kind of like nobody knows how many kinds of people we have behind one game. So we have this myth going around where we have I don't know people in dark caves coding and seeing the matrix. And it's kind of like, well, we do need people from marketing. We need graphic designers. Of course, we need accountants and lawyers. It's just not only people that know how to code, how to program. We also need so many different kinds of profiles in the team. So if you actually don't have that interest-- something I'm in love with in this industry is that it opened me, not only my team, but me myself so many doors, and actually allowed me to try and do so many different things. Because I don't know inside of my team I was developing relationships with potential partners, or investors, or working with I don't know the consoles. The people from the hardware or the different platforms for distribution. But then at the same time I had to learn how to talk to the press and that's like a different language. You have to organize information in a different way. And I think I could do that because my partners completely believed in me. They trusted me and I trusted them while they were staying in the studio working the actual game. So it's crazy to see how many people you need. Of course, you can do everything on your own. It will maybe take you longer. But if you can find people that are passionate about this different verticals I think it's only better. ANDREAS: And it also depends what costs your energy and what gives you energy. So I always try to judge a little bit what I can do depending on if I do it and the day is over do I still have like some energy left or if I'm completely drained out. And all the stuff I learned in the last years-- especially all the stuff that's draining me out I try to give someone else because I obviously not in the mood for that. So and it's a learning process and it's not just a game development learning process. I think that's a life learning process to figure out what you want to do and what you can do. SAMUEL: Well, I think-- ALEX: And identifying on your team as well. Like I know that my co-developer he was great at the marketing side but I was way better at the business side. So we just had like an unspoken kind of agreement that, OK, he does all of the marketing stuff, and then I'll go out to the platform partners, publishers, and stuff like that, and I was good at that. And just rolling with it and accepting that OK, we're not all superheroes and can do everything. And allowing trust in someone else. Like big thing for indie dev is trust. ANDREAS: Yeah. That but also identifying-- I mean, that's the thing if you are not an expert in one category it's hard to judge if someone else is. So very often you might meet someone who is really passionate about something and you say, yeah, that's a great guy. Let's work together. But it might not work out and it's hard to judge. ALEX: Yes. They might just be the loudest person in the room. SAMUEL: Especially when you're in a small team is a problem because there's only four people in the room. ANDREAS: That's one thing. Yeah. SAMUEL: So one thing I wanted to bring up is with partnerships. Part of a lot of what you've been talking about is reaching out to people-- is a lot of times that's where you find the support you need-- is whether it's through a publisher, or a hardware partner, or one of the console manufacturers. Or even someone in a big publisher in another country might be interested in your project and go, yeah, we can also give you some funding, or some tech support, or whatever. Not everything has to be on you, you can reach out but to do that, you need to be willing to do the work to reach out to people. And yeah, not all of us are super socially skilled and it requires a certain amount of that. So if there's someone on your team who is comfortable doing that you have to-- MARTINA: Yes. Especially now that we have this opportunity of-- I don't know how this is going to sound. But we are kind of like at home. Like maybe a year ago we had to go to GDC in San Francisco or Gamescom in Germany. You have to move somewhere and it was something you needed to get ready physically. I remember like getting like all my water, and my vitamins, and things for my throat because I knew I was going to be talking from 8:00 in the morning until late night in an after party or something like that. And I had to be in a really good mood to interact with so many people. But now you don't have to travel anywhere and we are all stuck at home. You can actually use this as an opportunity to participate and engage in as many events as you can to try, and talk with people. And everybody understands you are at home but you are going to be more comfortable. You don't have to put on any kind of makeup. I don't in my case, it's like I'm wearing a t-shirt and I'm so happy. ALEX: Well, like nobody knows I'm wearing pants, right? ANDREAS: You do? ALEX: --whatever. [LAUGHING] ANDREAS: You do? ALEX: Just trust that I am. ANDREAS: Victor, didn't put that on the list of to-dos for the stream. SAMUEL: That's the end of the episode it'll be the big reveal. MARTINA: Dudes, I put a bra on only for you today. I haven't put a bra in 12 months. So yes, this is for you, Victor. But yes, I don't know. It's kind of like different kind of profiles, different kind of people, and I think that's something beautiful in the games industry. If you can find someone that can do that job. And then, of course, if you're planning to release your game in China, of course, you want China to be the perfect match for you that can actually make your game more successful in China than if you trying to [INAUDIBLE] localization. ANDREAS: When it comes to this we work together. I mean if you are in a 300 person team and one person isn't like top notch that's OK, nobody will maybe notice for a long time. If you're in a two person team and one is not top notch or is like not in line with the rest then 50% of your company is going in the wrong direction. So that already says a lot. That's one thing. And what I can only advise to is try to find someone who is complimentary to you. So for me, I founded my last company with Dirk. Dirk was the engine programmer at Ubisoft there on Settlers. We had our own engine there and then we started this company. And he is completely in many, many ways an opposite of me and that was really good. And we didn't agree. And oh, we were not the best friends or something. But we were really-- he was the one who was completing me and when we for example, made the evaluation saying what technology do we want to use. So we were-- I come from a time where there were no Unreal, no Unity, no Godot, no-- name them all. There were not so many stuff out there you could get without spending money. So I came from an age where each time you start a new project you are evaluating again completely from scratch. What is there now. OK, there is a C4 engine. How much does it cost. So you do your evaluation et cetera. So when we started the company, we did actually the same. So we were looking at different options from making our own kind of stitching together thing. Looking at Unity, looking at Unreal. And we went with Unreal because they already where our collaboration starts very, very well. So he's C++ programmer, hard core. He knows his shit. So he's really, really good. Oh, sorry, Victor. Now I got to-- How many coins do I have in the swear jar already in the stream? I don't know. VICTOR: I think that makes it two. ANDREAS: OK. [LAUGHING] So he was looking from that perspective. I was looking more for the content production perspective. And then we figured out for him the most important part for Unreal Engine was it's C++, it's open. I can tinker with everything I want. I can change the engine the way I want. No other engine has that on the market and it's a complete suit so we can release on that for sure. And if we run in any trouble we will fix it. We can brute force it if needed because we have access to everything we need. So that was his point of view. My point of view was like, oh, cool everybody we hire can work in the engine instead of like doing paper work, Excel tables, whatever. No we don't have extra tables he does data tables directly in the engine. So we could even get new people into the development who might not have like the full understanding of everything but they could all work. So we shipped the game with nine people in 2 and 1/2 years, and everybody even-- later we had some interns. They could work inside the engine all the time. So this both views reflect a little bit-- I think we made already a good decision from the start with us both complimentary in many, many ways and then grow as a company from there. SAMUEL: All right. To pick up on something you said. You were co-workers and you respected each other but you weren't necessarily best friends. I started a company with friends and that can be a rocky road. I mean, I'm still friends with all of those people but when you're making a game together it's intense. It's hard. And you're going to disagree on stuff. And if you have an emotional relationship on top of your business relationship it can get complicated. So it's just a thing to be clear eyed about when you go in that everybody has to know their role. And if a person has specific roles making a decision within that role you can say I disagree but you also have to put your friendship aside and go we are a team making a thing. We are not a bunch of friends having a massive adventure, we are making a thing, and we need to take it seriously. ALEX: Yeah there's definitely a maturity component there. It's just kind of going in and knowing that whenever you step in that door or like that-- In this case, the virtual door that this is the office and whatever you say is not personal. Because teams get broken up so easily just by little small things that are inconsequential to the rest of the team. The business, the game, because it's not just two people it's potentially everyone around you. It's not just the developers, yourself, it's their partners, their family, children, stuff like that. So putting aside differences and working together for the benefit of the whole community around you is a big thing and it sets a good precedent for your local game dev community too. VICTOR: Something to feel good about if you're looking at some of these indie darlings that we've seen come out and it seems like it's only one person who's produced them. There's always one person in the spotlight pretty much-- yes, while the game might have been originated by one person the final product was definitely or most certainly, I should say, touched by more fingers than just theirs. And so-- ANDREAS: Yeah, that's the thing. And you have to know there are very rare people out there where one folk, one person can do it all. There is really, I could name some which I appreciate a lot but that's really, really rare. And very often if you see an indie darling and you think, oh, my god, this is the first games they did. This is great. When you look at the buyers of them very often there's a lot of experience combined. So that's one thing. And when I said we started with two and grew to nine that was something for us that we knew that. We knew the budget we were having. We knew how long we can work on that. We knew how many people we can have and we a little bit like we need at least half of the company being experienced and the other half life like let's get new people in also to have fresh blood, have different views, and help that grow. So you should know that a little bit upfront what you want to do and what you can do because it makes the decision-- that drives the decision how much you can do or what kind of game you do. So if you start alone and saying let's do the classic one. Let's do an MMO, and I'll do it alone. And everybody will laugh now because this is all what we have heard so many times. And that's because of the perception like making games can't to be too hard. MARTINA: Or have you heard like 1,000 times this thing that it's like, oh, I have this idea that-- ANDREAS: But I can't tell you, you have to sign an NDA because it's the best idea ever and we will all get rich. MARTINA: It's like dudes around the world and dudets also. Every idea has already been done. The Simpsons have done it so it's really difficult to come up with something completely original, and the only way you have to show it is to actually make something and show it just like loose, don't be afraid just go and do it. The originality is going to come out of the way you do things. How do you turn them into a reality. Anybody can have an idea. ANDREAS: That's the thing. In the past I was always thinking like, oh, we have to have great ideas. And then you are breeding over ideas, and you're breeding, and you're discussing before you touch anything. Nowadays, the last game jam I did I think we thought five minutes about the ideas and we started making it. At the end it was completely different but the real cool stuff came in when you were working on it. SAMUEL: It's the execution. ANDREAS: Yeah. SAMUEL: I mean, a game whatever you-- having written a million design documents that no one reads because that's the-- MARTINA: Nobody reads anything. Don't take it personally. SAMUEL: Sorry indie devs, no one reads your docs. [LAUGHING] It's true that the game mutates immensely. Whatever you release is not going to be the original idea. Even if you're very close to the original idea it's changed so much along the way and that's the real journey. That's the adventure. And it's also a great place to go back to a prior point to train up your new people and give them a little place to go. Here go explore this feature a little bit. Because I like to say I can turn anyone into an Unreal developer, you don't have to be a coder, or a game designer, or whatever. Give me a couple hours I'll get you making something. And it really is that. You can do this. Here is a place to try and do this. It's a safe place. If you mess it up it doesn't ruin the game. And turn your junior staff into people who can then be a senior staffer. MARTINA: It doesn't ruin your life. Sorry to add that. But it's kind of like now it's safe here, It's like are not betting everything you have, or all your money, or all your resources into one thing. Right you can just go and try it. Try it out. Go and do it. Nobody is going to be broke out of this. ANDREAS: I mean that's the coolest thing nowadays. SAMUEL: --scrap it and start it again. ANDREAS: And you can do that. It's really funny. We are living in hard times and in easy times. So it shifted. So 10 years ago it was extremely hard to get anything done. Now it's super easy to get anything done. Later days it was easy if you have a finished game to get it on the shelf and get money for it. Now it's flooded, and it is an art by itself to get recognized. So that's what changed. MARTINA: It's kind of like I'm making games from Argentina. Like this is like around the corner from the end of the world and it's never been more easy for teams to make games, and never been more competitive at the same time like what you were saying, Andi. Now anybody can make something amazing. ANDREAS: But that is great. I love that. So I mean, my daughter comes from school and she used Scratch to do some-- I don't know if you know that. That's a little kind of also node based so to say programming thing they use in school just to teach a little bit of algorithm. She comes home and I can show her Blueprint and she was like-- she's now 20 something. But when she was younger she could sit beside me and see it and say like, oh, this is cool since she could basically grasp what that is. And that's what I like with games. Or another example is my daughter. So I'm really into learning from games. So my daughter learned basically coordinate systems not in school that was Minecraft, because she wanted to cheat and wanted to see where she spawns, and she had to understand how the 3D coordinate system works. So this is great. Or vector. In school they teach you like vector math and you are like, oh, this is super boring. And then you sit here and try to move a spaceship and you do vector maths. So there's so much great stuff and that's so cool that game engines are now on the brink of like being so accessible that like everybody can do something. SAMUEL: It does get to the point though where we know that we can all do things. And I personally believe that the Roblox kids are going to revolutionize the game industry. I think the kids coming in Roblox, people doing Creative Mode in Fortnite, all that kind of stuff. Like there's just so much opportunities to learn how this works and then go make your idea. But the hard part now is OK, you've made a game how do you get it out. How do you actually get it in front of people in a way that is more than just your mom. And because my mom will look at everything I made and go that's nice but I want people to play it. So what it is-- and what you have to do to get it out there to get eyes on it and also put it in a condition where it can be played I think-- VICTOR: That leads us to one of the next questions that we had planned here, which is what did you do to prepare for your launch? And when did you start relative to the timeline of your projects from beginning to end? Were there any important key strategies that you think that helped or was there any specific practices in the marketing that also helped with the visibility for the games launch? And I do want to mention that we've had a couple of questions in chat in regards to how do you stand out in today's market. ANDREAS: So first of all, it's not like making the game and then making marketing for it. I think you nowadays try to identify early what's cool on your game and what can be communicated. I can make an example, even with a lot of experience. I missed a lot of opportunities for the last game. So we used NASA pictures to create nebulas because we were lazy. So we basically took the pictures, and took the color coding, and then created a particle effect that's recreating those pictures. And that was it kind of a nice thingy but we didn't tell anybody. And then one evening I was sitting with a friend who is a journalist on a bigger German news magazine on a beer and we were talking about stuff. So it was not really interview or something. It was just like people talking and I told him that and he said, oh, my god, why didn't you tell us. I would have made an extra article about that because it's so cool. So to have someone from external in your team identifying what cool stuff and messages do you have is something I would advise to get early on because we are too close sometimes. SAMUEL: And build a calendar from it. I think that is one of the things. Know when your release date is. Know when you have to start selling the game or marketing the game, and really think about what dates do I need stuff. And you don't even need to know what the stuff is yet. It's like I'm going to need screenshots and a video of this date because we want to get some attention. We're going to focus on this feature here, whatever. And just even if you don't stick to it, 100% you have it in your schedule so you don't have to stop doing what you're already doing 12 hours a day to then make marketing assets. You've gone, OK, I know I have to make marketing assets and I know this store requires them in this format, in this shape, and all of that side of things to. MARTINA: I remember the first time-- ALEX: I'll say this is well-- sorry, go on, Martina. MARTINA: I remember the first time I spoke to a friend of mine that works in press especially for the gaming world. And I created this crazy long press kits, and it was insane the amount of information, and stories, and kind of like, he was like, you need to make this easier for me. Like how many games are being pitched to me. How many press kits I'm getting from all over the world or they must ask, how can you help me with my job? Which was kind of crazy to actually face that moment where you need to-- well, as you guys were saying, I need to stay a little bit away from this, step back, and try to look it with different eyes. The way you write things, it's not just that you need someone in the actual language you are writing to proofread the text. It's also how it's going to be used. So we understood that journalists kind of needed to copy, paste very specific parts of the text to make it easier for them to have quotes from the development team, or if you are going to have people from the industry making recommendations or something like that-- I don't know. We got, I remember, Tim Schaefer in our adventure game. So it was a big thing to have someone like that supporting this project. So it was kind of an interesting process to learn that there are all the different jobs that need to be fed with different kinds of information. There is this dopresskit.com website created by Vlambeer and Rami Ismail that was super helpful to understand what where the most important key features that we needed to have, not only the screenshots, but even your profile picture. I remember, if you are not sending your own profile picture, people will find it online, and they will always pick the most horrible one there is available of you. So this is kind of important even if you don't-- ANDREAS: But it's really sometimes-- it's sometimes the basics. So before you begin to think about strategy, unique selling points, who you approach, I can also tell from evangelism perspective, sometimes we see something cool on Twitter and then it's extremely hard to find something out, which I don't get, because there's no, OK, this our team name, this is the project we are doing, we are located here. For us, interesting, do we use Unreal Engine or not? So get the basics, some screenshots. So even that on one, that's a reason why web pages are still helpful. So if someone is just on Facebook, or just on Twitter, or just on Instagram, that is not the right place, in my opinion, for having that. You want to be able to set-- if someone shows interest, you want to have no friction giving him all the information he wants at once in the moment because sometimes you maybe meet someone who is in the position to help you, and if you then begin to gather your information, then maybe the opportunity is gone. Or if it's like-- the most horrible thing I ever had was someone wanting to pitch-- I was working for a publisher for some time as a scout, so I got a lot of those stuff in. And then there was one guy who was like, yeah, I cannot tell you much about the game. You have first to sign an NDA. That's already bad. Then you have the next guy saying, yeah, here's my information, then you go to website. And then he sends you the password, and then you download a zip file. And that is also protected by a password. And then you have one screenshot in. You can assure that a lot of people don't-- if you are pitching your game, there's a lot out there. So you might have the best game ever, but if your information and what you're doing is not available, then you might not get recognized on that level. And we are not talking about, hey, let's do cool shit-- Oh shit. Four times. SAMUEL: Can't take you anywhere. MARTINA: [INAUDIBLE] Out. VICTOR: Going to have to see if we [INAUDIBLE] in there. SAMUEL: It is true, though. It's like, as an evangelist, we spend a lot of time just being out there in the world looking for stuff. And also, on the other side, when we were making Adrift, for example, we got a lot of support from Epic because we reached out to Epic and said, hey, we're using UE4 to do cool stuff, are you interested? And they gave us-- it was like kind of what I do now. We go, we're stuck, we can't get the engine to do this, so we're having this issue, or how does subtitling work, whatever. And suddenly we had a whole bunch of people who could be like, it works like this, or we're going to send a team out to work with you to help you optimize, all that kind of stuff. And it really helped us make a stronger game because we had support and we were willing to go, hi, we're doing a cool thing, here all the details, we have a website, we have a demo, we have everything you need. But I think the other thing to remember is 5, 10 minutes is a lot of people's time. And it's like one of those things whenever I see a trailer for a game, if your first minute is logos for things, then you've lost 70% of the people watching your trailer by the time you get to your awesome game footage. Show me your awesome game footage. That's what I want to see. VICTOR: Two seconds. Two seconds. Yeah, you have two seconds. ANDREAS: I think with TikTok it's even less, right? VICTOR: Yeah, it might be on some platforms. But I think if you're a game publisher, two seconds. Twitter, that's how much you have. And if we're sort of-- all we're seeing is a slow fading logo, gonna keep moving. Yeah, two seconds. If you can immediately-- the first millisecond, you're showing footage of the game, and that is, put the most interesting thing you have right then and there. You want to catch folks attention immediately because our attention spans in today's social media environment and what we do and the amount of games that are out there is shorter than it's ever been before. ANDREAS: But that doesn't mean you have to shoot thousands of information the first seconds. VICTOR: No. ANDREAS: So that's the thing. So we all get the feeling like, bam, bam, bam, bam, bam, we have to be super fast, but that's not it. There are beautiful trailers out there where you begin to scroll and then you see an opening scene that is calm and nice and beautiful and then you stick to it already. So we are not talking about try to squeeze all your information in the first seconds, then you are doomed. SAMUEL: Yeah, don't bore us with a PowerPoint presentation, but yeah, get my attention with your cool idea and beautiful presentation that makes me go, I want to know what that is. I don't even care what it is, but I want to know. ANDREAS: And that's the same when you approach publishers. So there were some questions I saw running through. So how do I approach a publisher in pitching? That's exactly the same. So instead of sending a presentation with 20 slides about something, first, what you want to do is get their attention. So maybe a nice GIF and just two or three sentences about that and then saying, here's a link to more information. That's much wiser because then he's-- it's the same. So he's scrolling through and then seeing, this GIF looks nice. So something-- I mean, that's the thing. Text is the worst way to communicate anything. So the question is, how can you get as close as possible to the real experience? And that's moving pictures. So what is the one that's taking less friction? And it's maybe a GIF, or GIF, or whatever country you are from and calling it, strangely. So that's a good vehicle to do something. Maybe it's a small video, but that's much better than written long text about the opening of your impressive story lore you have there. SAMUEL: No one cares about your lore. I say this as a former lore master. I ran the fiction in the Command and Conquer universe. No one cares. The fans cares, they do care a lot, but that is not the people who are funding your game. VICTOR: It's a visual medium. And so ultimately what the player, or the viewer will be consuming is, in most cases, visuals. I know that Bose did a really cool audio only game jam, and then they have those AR audio only, but 99.9% of the time it's a visual medium. And so that's the way we ultimately consume it. And so catch our eyes. Two seconds, we want to see something pretty, or at least, not necessarily pretty, but interesting. SAMUEL: The dream. MARTINA: And adjust that information to who you are talking to. It's not the same if you are pitching to a publisher, or if you are pitching to a partner, like you are-- I don't know-- going to work with someone as a co-producer for your project to help you achieve something. Or if you are talking with the press, we already discussed that, or if you are even talking with your community, your players. I remember there was a lot of people that can actually, two days before they launch, they can go to Twitter and announce something like, well, I'm going to be releasing my new game in two days, and because they have this trajectory and they're famous indie devs or something like that, they can manage to be successful with a strategy like that. But in many other cases, and especially in my experience, building a community in time, learning to engage with people that are people that love a genre, that they just would kill to play your beta, that they would just want to engage on the game level. It's a different discourse. You need to learn how to manage that community and how to make it grow. I remember when we wanted to make that point and click adventure that everybody told us that adventure games were dead and nobody wanted to finance. Four years after that, we said, well, let's wrap it up, and let's make a Kickstarter campaign and just launch it and at least try to close this project in a nice way. And the community went crazy. It was a group of people that actually moved others to come to us to help us. It was really a moving experience to see the commitment of people that is so far away and we've never met in our lives. So I think it was one of our best strategies that wasn't planned. We thought, yes, let's make a Kickstarter. And then it turned out to actually build us a community that later helped us work with [INAUDIBLE] Media, with Deep Silver, actually making all that noise in social network and getting these people from the adventure community supporting it, kind of open us another opportunity we could have never had before that. ALEX: Yeah, building your community and having champions in that community to help drive. Because I see so many developers these days are starting up little Discord servers for their own games and getting moderators on there to just keep people active, just keep them coming back and having that game in the forefront of their mind at all times, because an indie developer can't do it all themselves. And half the time, we're not marketers, we're not community managers, and having those people who know how to do that and just cultivate that community and keep them around and engaged, a dime a dozen. And when you find them, hold on for dear life. MARTINA: One tiny comment. Indie Week, it's the first time we are doing. This is really so exciting. A lot of people in the evangelism team, we are all around the world. You can find us in every continent, actually. So I'm actually very proud of being a part of this team. And for the first time, we created this event where each day we are featuring indie developers around the world that they're sharing their experience. And actually, tomorrow, on Friday, we will be sharing the point of view of several indie devs that are actually going to be talking about to self-publish or not, if you are publishing with someone, how are you going to pitch this? On Tuesday, we have a special day for looking for funding. So it was also pitching, but for other kinds of people. We were talking on how to organize your Discords when we are talking with different people. So I think it's interesting if you go back to the Unreal website and check those out because it's a lot of hard work from a lot of people and a lot of amazing teams that everybody have the weirdest experiences, and one more different than the other. So I think you can expand more about pitching and that on those blog posts. ANDREAS: Antarctica evangelist, by the way, is the one who swearing the most on stream has to do it. So I'm afraid that's where I move to next week. VICTOR: I'll join you. Always wanted to go. On the topic, I was hoping we could hear, potentially, if you're able to talk about a specific anecdote from when you did pitch a game to anyone, whether that was a publisher, a partner, trying to get someone to work with. Just a little bit curious about a specific instance of when you might have gone through that process and what that entailed. ALEX: I could probably start on that because mine one was more of immaturity one because I was young and I was dumb. And one thing is that I got word from a friend that one of the Sony reps-- it wasn't exactly a pitch to a publisher, but it was a pitch to a platform. And so there was a Sony rep on the floor of PAX Australia in about 2014. And I heard about him, and I only got word of it. And I kept my eyes out and stuff like that, and eventually found him and kind of cornered him. And it was the end of the long day, and I didn't think about what he may have been thinking at that point, because usually these reps have been walking around a conference hall for all day. They're just tired. They just want to go home. They've probably jumped off a flight where they're jet lagged and they're just sick of talking to people. So just cornering him was not the best approach. And sometimes-- I've found that it's actually, the best way is to just go, hey, I'm Alex, if you want to have a chat, here's my card, and just let them be, or let it naturally come. Because what happened eventually was the next day he came around to the booth, and he was like, hey, Alex, I saw you yesterday because I realized halfway through the pitch that I was like, just leave me be, and he appreciated it. So having a bit of humanity actually went a super far way because he came by the pitch, and he went, actually, this is quite cool, because we had the Oculus, and this was before the PS VR, or what was it called, Victor, before PS VR? VICTOR: Morpheus. ALEX: Morpheus. That's the one. And he was like, well, we might have an opportunity here. So sometimes if you just show a little bit of humanity and approach a pitch that way, it might turn out, but not always. So sometimes you have to go in with your best foot forward, show off your game. As we've already said, have a pitch ready and for the appropriate party, because platform holders want to hear why it's good for their platform. Publishers, they want to hear how they're going to make their money back. The people on the floor, the consumers, are going to hear, what's cool about my game? And tell me in five seconds before I go to the next folk down the hall. So definitely, when you start doing your pitches, just practice on friends and family, go to game dev events and pitch there. VICTOR: Meet-ups. ALEX: Test different avenues. Meet-ups, yeah. Because you will-- sorry, go, Victor. VICTOR: Just wanted to go ahead since the fact that there are no conventions happening right now, I would just want to say that this applies to virtual meetups as well and virtual meetings with folks. And I know all of you on the call here can definitely vouch for it that you've just taken the job that used to be a lot more in-person and it is now done online in a virtual space just like this. And so this applies if you're feeling a little sad about not being able to go to GDC, which I know all of us are. Please go ahead and continue. MARTINA: And something else that you can consider that is, I think, it comes from what Alex was saying, it's these are people. You are engaging-- I mean, if you want to talk to us, for example, we can help you put together a presentation for applying to a to a MegaGrant. And it's kind of like, we are human beings, we are working for someone. You kind of want us on your team. If we are going to help internally, or if I'm a publisher, or I'm working with the hardware, I'm probably part of a team. I have to talk about with you, try and make it easier for me to champion you inside of the company. So I think that the best projects we ever got, either funding or publishing or any kind of deal out of it, was when we found someone that fell in love with our project, but also, at the same time, really wanted to work with us. Imagine that developing games is not just a one-month thing. It's a long process. It's people that are going to spend a lot of time with you. So they really want to work with you. It's kind of like a big part of the deal to build that relationship and that trust between your team and this person that is going to be putting their reputation on the line with their partners in their company. This is going to be your knight in shining armor. So it's kind of crazy to see how those dynamics work. I think that the best projects we ever partnered with someone was when we found someone that actually was pitching to us, they were kind of telling us how to make the pitch better because he needed this or that to present this on a meeting, I don't know, after GDC, or they were asking us to polish something on the prototype because they wanted to showcase it in a specific way. I don't know. I think it's crazy that we kind of clicked with someone that knew better than we did what we were doing. So they were kind of like-- I don't know, we were making turn-based strategy RPG. So he launched many of these games in the past. And he wanted to work in another one, and he got so excited that was kind of like, well, you need to do this and then do this other thing. And don't worry, I'll help you put this together. Or, I don't know, when you're talking about a business decision, your game, if it's a premium game, or it has content, like DLC installments, or if it's a free to play, sometimes and most of the times, we are focusing on the game and we don't have that part of the game development process in mind. So having someone that actually has that experience of working in a live game, or generating content, or kind of maintaining a community around that, it was amazing to have someone that could guide us through that process. And I think that the best partners are the ones that, yes, complement you. SAMUEL: Yeah, that's the thing. MARTINA: They complete you, actually. ANDREAS: That's the thing. You go looking for a partner. So I think one thing, when you do your own game and you are desperate because you maybe need money, or you need help, or whatever, mainly it's money, you need money, so you always go into this discussion with this kind of feeling, you are the small guy, and there's the big guy, and you have to show something, but that's not true. If you find someone where it fits, then it fits also for them, which means they have also benefit of that. And that's not just-- if there's someone who just wants to give you money to get money back, then maybe that's not the right one for you. So maybe you want to find someone like Martina said where it clicks. So you should approach these kind of discussions like eye on eye, even if it's a super big conglomerate of they have a lot of money, whatever, you are entering this and you have something to offer. You have to offer your unique nice game. So that's one thing. Second thing I would say is when you make your homework, and that has nothing to do with the event itself. If you would go to an event, you should do your homework before you go to the event and make a list of with whom do I want to talk, and then you have to realize a little bit what the companies are. So if you are in Europe, and you go to Sony, Japan and you talk to the guy, he might not be even to help you at all because it's a completely different branch, they are disconnected to a certain level. So you need to find someone that fits you. Then you maybe have to find someone, do your homework, and find out, OK, I'm doing this kind of game, who else has knowledge about this game? So not just firing to everybody, like shotgun going there and pitch to everyone, find maybe the one-- MARTINA: Like sniper mode, not like unabomber. ANDREAS: Yeah. SAMUEL: It's like finding the-- if you're pitching to Epic, finding the right person to go through, what region are you in? We're evangelists from different regions, who should you talk to? Because if you talk to me, but you're in Australia, that's less useful. But I had a story about this, which is about confidence in your partner, which was when we're making a Adrift, we had a meeting with some very high up people from Oculus. And they were game developers with a lot of experience who'd made some cool stuff. And so we were all a little, yeah, are we going to look silly? Are they going to come in and just tear apart our game? And so we were in the middle of taking through our work, and the person said, no, I have 100% confidence in your ability to execute the game. I'm just here to help you do it. And it really helped. And it was one of those ones where, yes, they helped us beyond that, but it gave us the sense that, yeah, we do know what we're doing. And so if you can find a partner like that who says that and means it, hold on to them for dear life. And if you're in a position where maybe later in your career you were in the other role, being that person as opposed to being that powerful intimidating person, but being a human, and going, I am a human, I am here to help you versus I'm a corporate monolith really helps. ANDREAS: Yeah, I was more on the other side than on really pitching. I was thinking about what other interesting pitching situations I had, and I have to say, I was really, really, really lucky on being in the right moment, in the right position. And a lot of those easier pitches. So when we did Long Journey Home, we did it with someone together, I didn't pitch the game, I pitched the team. So I said, this is the team that will work on that. This is maybe the kind of game we want to do, but most of the time, especially when you look for a little bit more money than just temp money for a game, it is not the investment they do for the project, it's the investment for the people you do. So it comes down to who you are and what you do. And that actually takes a bit of time, and you have to do baby steps to-- you have to establish the relationships. So when we did the Long Journey Home pitch, it was more like, it is really ridiculous, but we were sitting there like, shouldn't we make a game together? Yeah, that would be cool. So we drank a beer and decided, yeah, maybe that's a good idea. And then we talked about with whom and then it just unfolded. And it felt-- it is an absolutely privileged situation to be there, but the relationships with all the people that were on board for that were built up over 15 years. So that's the thing. So it takes sometimes a little bit of time. So when you do your prototype, then maybe it's already an idea to begin to reach out because building this kind of relationships takes time. And on the other side, if you have someone where you have the feeling it's not on the same level of discussion and it feels like a little bit intimidating, then maybe don't go there. I really think this is a wrong-- that starts already pretty wrong. So it should start like, hey-- when people pitch to me always were extremely honest. So if someone started talking, after one minute, I got already, this is not for me. I don't want to waste their time. I don't want to waste my time. So I'm extremely honest in saying, this is-- I always try to see something positive and try to help some people to get where they want to be, but I'm also very clear saying, OK, this doesn't really fit. And if you have someone in front of you who doesn't get it, that's the human part. He's talking and firing all the information and you try carefully not to hurt his feelings, but saying to him, this is the wrong place, this is the wrong approach, this is the wrong person you're talking to. So you have to listen and you have to find this kind of good balance. And sometimes it clicks and sometimes it doesn't. SAMUEL: Yeah, hustle culture can be damaging where there's a certain kind of tech mentality where you go, you hustle, and you get out there and you work the pavement, and sometimes that drives people away. It's like, you got to target your pitches. If you just shoot it at everybody, then everyone's like, did you get that pitch? I got that pitch, too. Everybody's heard about it. ANDREAS: Yeah, and that happens, I can tell you. I was on the pitching side, and I was in Switzerland at Ludicious, really, really nice event. Unfortunately, it doesn't happen anymore. Ludicious, really, really nice. And I remember we were sitting in a really nice, cozy restaurant, suddenly with all the scouts from all different companies there, and sure you talk. And it was even like I saw something that's not for us, but maybe for you. So as indie developers should talk to each-- as I'm finding out what kind of publishers or investors are nice, they do to a certain extent as well. So yeah, it is important to find a good sweet spot for you. VICTOR: Thank you. MARTINA: Something I also wanted to add. It's kind of crazy sometimes how cultural things affect also those meetings. I'm Latina. I talk a lot. And it was really hard for me to learn to listen. I think that's one thing that actually opened us a lot of opportunities was that, as Andi was saying, it was kind of like, well, this is our team, and we were showing something we really wanted to do, and showing those games actually showed how we could work if we were completely free. So it was interesting that instead of-- if Andi would've said to me, well, Martina, after a minute, I already know this is not a project for me, then it was kind of like a way for me to not just get offended and leave or something, I had to learn to say, well, OK, tell me more, what kind of projects are you looking for? What kind of other projects you are engaging? So it actually opened us a lot of opportunities because we were showing that we have the capabilities, we have the resources, we have the experience. So maybe it was kind of like, well, can we pitch something new? So maybe it got a bit-- spread our attention, but actually opened us a lot of opportunities to, at least, keep surviving. ANDREAS: Even have this Intel and getting an idea about, this is what they are looking for, and getting-- you can get a lot of information out of that. So you can ask why they are looking for that, et cetera. So this can be, still, a very fruitful discussion. SAMUEL: And maybe-- MARTINA: Another tiny note, consider the actual culture from the other person. So I was warned by a friend of mine when I was going to meet with someone from Germany. And he told me, well, now, Martina, you are Latina, but consider, this guy is from Germany, and from the West, so it's going to be even more German. So maybe he wants to express many emotions, right, Andi? ANDREAS: You were not talking about me. MARTINA: No, no. So I don't know. Or, for example, well, when we met with the people from Square Enix, this was a Japanese company, Fukushima-san, the owner of the company, the founder himself was there. And he had this project where he wanted to make games for Latinos, by Latinos. [INAUDIBLE] down, we are all Mexicans, or something like that. I don't know what he had in mind. But it was kind of crazy that even though he wanted the Latino way, he was expecting us to understand the Japanese way of doing things. So I think that one of the reasons we got the project was that we got prepared for that meeting. And not only in the ceremony of what a Japanese meeting means, but then also on how to follow up, or how to have these conversations with people that are kind of expecting things to be a certain way. ANDREAS: Considering cultures is kind of something that you should consider. So getting a feeling-- I mean, we are operating now on a worldwide audience, so to say. So 10 years ago you could be successful by having the pipeline to produce the CDs, put them in the shelf with a nice box, so that was valuable. So that's where some publishers come from. So they had this kind of chain, so production chain under their control. And then you could be successful in one market. Now, we are aiming-- everybody is kind of aiming globally, some are aiming only for the local market, et cetera, but you have to find that out. And to find-- I think to think a little bit about culture with who you talk about, but also what is your cultural goal of the game. So who's the target audience? What is their culture? And it's super interesting. I mean, super interesting to find out. And that's why I think that's something to consider. ALEX: Yeah, I remember when I released my first game to early access, it was a little horror game. And we were like, for the most part, we're probably going to get most of our players from the US and Australia and the UK, the usual western countries. But we were super surprised when Poland was our top country, because you wouldn't expect, Poland being in dark areas and all that stuff, liking dark, horror style games. And it just never occurred to us. So we pivoted quite a lot. So we, from marketing, we started chatting to more Polish journalists and stuff like that. And it was just like, it was weird. But you have to roll with the punches, otherwise you sink or swim. MARTINA: Yes, this industry is not who punches harder, is who can take more punches. I think that's for everybody out there. SAMUEL: So my last studio before here, we were making a game in a different engine that targeted women and queer people primarily. We were making story games, and we wanted to do like a prestige version of a choice or or style game. And it was really interesting because certainly your market outreach is completely different, your cultural sensitivity is completely different. And it was one of those things where we were looking at the content we were making and we didn't necessarily-- while our team was very diverse, our writing staff was not so much. And we realized that we were making content targeting people that was excellent content, but wasn't necessarily actually hitting the cultural beats we wanted. And it is a really interesting challenge where you need to have-- we had community people, we had marketing people who had real knowledge of those markets, and they were the ones going hoping to steer the conversation and steer the creativity of our work. So actually talking to the people we wanted, because we found the ones that didn't hit those markets did not do well. Because, yeah, someone will look at that and go, I don't want that. I want that. And it's as simple as that often. But yeah. VICTOR: I think it's time to move over to some of the questions that we received from chat. Some of them I know we have covered a little bit already, but there are a couple there that I think are worth addressing. Let's start off with a couple where I'm sort of looking for a one sentence, one word answer, trying to be pretty straightforward about it because I know that we can talk a lot about these topics individually. But let's try so that we can go through them a little bit. Hillel Garcia Austria asked, how can I protect my game from piracy? ANDREAS: Not at all. SAMUEL: You can't. ANDREAS: The question is if you want to take that fight. SAMUEL: Yeah, I would say, if there is a battered, pirated version of your game up on a torrent, upload a good version of the game with a good build. I don't know that your publisher would like that, but that's the reality. You don't want a bad version of the game out there, even if it's pirated. ALEX: Yeah, actually, I like one marketing tactic of another team. I can't remember the name, but they replaced the main character with a character with a pirate hat and sort made it a novelty. And that was a marketing scheme for them. So you could potentially lead them to it because piraters are probably going to pirate the game anyway, right? MARTINA: It's not money you are losing. It's kind of like these people maybe can have-- don't have the money to spend it on your game. So it's better if you get good advertising out of it. So mouth to mouth, I think it's still the biggest way to make your game successful. ALEX: Yeah, it could also mean that maybe Steam's auto pricing measures weren't appropriate for a certain region, and maybe a certain region needs it to be just a little bit cheaper. So if you look at your data, you might find that, I'll just drop my price in this region and then will likely just stop pirating your game and just buy it because it's more about what I can afford, what I can put aside now, maybe even a discount every now and then at an appropriate time can help as well. MARTINA: That's really good. Especially in Latin America, we always have this kind of strategies to have a better pricing because it's so expensive for us. And at the same time, you always have additional taxes and stuff like that. So I think this is the best. SAMUEL: You can always ask, hey, why are you pirating my game? And they'll probably tell you. The thing is, again, it's humans, like anyone else. ANDREAS: I really think it is a question how much effort you want to put into it. And I'm pretty sure you don't want to fight the thousands of people who are really skilled in breaking your game anyhow. So especially an indie developer. I think that's not where you want to waste your time with this. Make a cool game, and then be happy if it's pirated a lot. And then the next game maybe runs better or whatever. But I think to go on that battlefield, you will die several times even before you get only one foot forward. SAMUEL: And yeah, you get a lot of negative press from using anti-piracy stuff because some people get real mad about that. Yeah. ANDREAS: And it's really interesting. I play a lot of old games and try to get them work. And I have a big library of pretty old games here. And even now I tend to buy it on GOG because it is so easy and convenient and I don't have to do anything. So if you make it accessible enough and easy enough to buy, and if the price fits for the country, et cetera, then that lowers your piracy more. And what I really-- this is really interesting because the games from around 2000, that released around 2000 that had all the [INAUDIBLE] and all the-- they were a big initiative on a lot of bigger companies who were putting protections on them, you can't play them nowadays anymore because Windows 10, for example, is seeing some of them, like [INAUDIBLE] as a security issue. So you cannot play those games anymore. And I think it didn't protect them from pirating. So it's just awful. So I wouldn't go there and fight that fight. MARTINA: Well, in Latin America we used to have this problem where every time we had to wait for the release of a game, the time difference between the official launch and the launch in a Latin country was so long, it was ridiculous, that people would just pirate it and start playing. A lot of Latinos we speak English because we've been playing games from other regions that weren't localized in Latin Spanish. So it was kind of crazy that we have this, not stores, but, I don't know, people in parks selling these copies, illegal copies of games, but then when the digit distribution came, it was so much easier then instead of taking a bus, going to a park, trying to find the game you want, bringing it home and see if it works or not, just downloading a version at home, I don't know, it made it just easier. And that helped so much to fight piracy in our region. And the same thing, we got games localized in our own language with a special price from our special region launched at the same time as everybody else. So we don't need to pirate it. We now can access it as everybody else does. VICTOR: On that topic, next question comes from blaaa blooo, who's asking, is getting a lawyer that important, in indie game dev? And I love all the details, but let's try to keep the answers to a sentence or two most. SAMUEL: Yes, get a lawyer, get someone who can read legal contracts and explain them to you. Make sure that-- if nothing else, to make sure that all the content in your game you actually own and are legally allowed to release because you can get DMCA'd for music you used, you could find out they used marketplace assets that weren't necessarily allowed to be released and modified. And there's all kinds of things you could get into. Get a lawyer to review all that stuff. It's incredibly important. And you don't want-- ALEX: And a lawyer for contracts. SAMUEL: Yes. ALEX: A lawyer for contracts as well. I know a lot of indie devs who they jump in and they just do a handshake agreement, but officially, a handshake agreement doesn't mean that the rights of assets get transferred to you. It still is in their hands. [INTERPOSING VOICES] MARTINA: Sorry, Alex. ALEX: Yeah, so having a contract that seals the deal that says, hey, the rights of this asset is going to be transferred into this company's hands of the game is super important. Especially, I've seen companies have disputes in the middle of a game right because, you're using my asset, and it's used in a way I don't like it, and because they had a handshake agreement, it's had to be removed. So just be aware of that. VICTOR: Next topic-- MARTINA: Sorry. ALEX: Go ahead, Martina, I'll let you answer this one. MARTINA: That you need someone that is specialized also in games and understand the game development process. For me, the best lawyer we ever got was a Russian guy, and he kind of told us, well, agreements are meant to be broken. So it's kind of like, well, you need someone that understands the process. So when something doesn't go as planned, because it's going to happen. And it's not always bad, sometimes it's like, you, I don't know, find a new mechanic that makes your game amazing. And you want to pursue that, well, how are you going to put that in writing and reorganize your working skill or whatever? So that's my only-- ANDREAS: Before you jump in with the next question, there's one question I saw just popping up, and I think that's something I completely get. As an indie dev, you might not have the money for a lawyer that you're thinking. That's true. But on the other hand, you might sign something you are bind to, and if you don't understand what you're signing there, that will cost you much more. And I can tell you, in my region at least, I know some lawyers who are really indie friendly, and say like, I will check with you the contract. And if it comes to a big deal, et cetera, et cetera, we will find a way that you get me paid. So there are really nice people around, not all lawyers are shit. Shit. So now I have to go Antarctia as well. It's really hot here, so I'm happy to go to the-- no, seriously, the meetups and build your network locally because you will find an indie who's telling you, we worked with this guy, he's really nice, and helpful even if you don't have the money. SAMUEL: Lawyer, accountant, key. And also, if you're hiring people, have a lawyer to review and set up your employment contracts so when you hire people, the ownership rights and everything is sorted out. The standards work, all that, otherwise it can get real messy. VICTOR: On that note, there are also the indie equivalent of lawyers as well as accountants. It might actually be worth reaching out in similar communities with folks that are in the same path, or part of your career as you are in game development, they might be in their respective careers. MARTINA: And you can always talk to older indies that we've been fucked up so many times that we can tell you, well, this is a program. ANDREAS: Ah! Swear jar! MARTINA: Sorry, Victor. Pardon. VICTOR: OK, I'm just going to bleep, bloop. Next question comes from-- actually, there have been a few questions in regards to what does an evangelist do, and then there's a follow-up one that 3Dev asked, which is, do you have to have a custom license to get help from Epic with an indie game? So if you could please elaborate a little bit about the evangelist role and what folks can do to get in touch with you and what you can do for them. MARTINA: Alex, would you like to take that one? ALEX: Yeah, so the main role of evangelism is to, I guess, champion the community, kind of turn people into basically the champions of our community, but also show off the engine and basically build-- we're basically like glorified community managers, but with support and conferencing and all that stuff. So we go out, we do talks at conferences, or we do it now virtually, and we chat to teams. So we might even do a little bit of solution architecting. Depending on the evangelists in your region, you might be doing something a little bit different. I know for Australia and New Zealand, we've got a little bit more of a building region for game dev because, unfortunately, when the global financial crisis happened, it went all under. So now we've got a lot more indies, not as many AAA teams. So my role might be a little bit different to Andreas', however, I still do the whole thing of, hey, let's talk at talks, let's go to meetups, let's help out little indie teams. So I regularly have Twitter DMs and emails come in saying, hey, Alex, I've got a problem with the engine, do you mind basically checking this up? And we're happy to do that. Within reason. If you keep on hammering us, we'll probably just be like, give us maybe a couple of days and we'll get back to you. But we're here to basically help people make cool-- and I won't do the swear word. Andreas, you can fill that one in for me. But yeah, we're basically here to just help out. SAMUEL: With a friendly face for developers at Epic. And it's what I said, it's like, my DMs are open on Twitter. You've got a problem, hit me up. It says it right in my profile, please do, because that's why we're here. MARTINA: Well, in my case, I'm more like a social person, let's say. So I've been like a professional stocker in my career for the last 15 years. So it's kind of like I know a lot of people, and my main job is kind of like being the first point of contact between you and all of the teams inside of Epic. So I maybe won't be able to assist you on a technical issue, but I know who to point you to. If you need to talk with the animation, or the architecture team, or someone from games, or VR, or even, I don't know, I get to talk a lot with people from education. And even inside of our education team we have different teams. We have people that are working with authorized instructors or with training centers or with universities and academic partners. So my work it's to be a human-- I don't know, like a networking person. Someone that will help you surf our big community. I don't know. It's kind of like something I've been doing as a volunteer in the community for so long. I can't believe now I'm getting paid to do this. This is amazing. So it's kind of like I am not making games, but I am helping others make their own game. And, of course, make them within Real, our job is to turn you to the dark side. We are here to preach-- how was the joke going, Alex? [INTERPOSING VOICES] ALEX: Spreading the world-- the Lord and Savior Tim Sweeney. MARTINA: We sounds like a cult, but it's kind of like also what we do. ALEX: And one thing is as we come from mostly games backgrounds, some of us actually come from virtual production backgrounds, enterprise, stuff like that. So we cover a wide gamut. And, for example, Sam and I, we do a lot of VR stuff and programming. Andi's done a lot of everything. I know Chris Murphy, you've probably seen, is my counterpart in Australia, he does a lot of tech art. We all have complementary roles. ANDREAS: Yes, so basically we are responsible for the outreach. So we want to get the word out and show how easy it is to use the engine. And we do that in two directions. So internally, we are a little bit like-- for example, making a very small game right now and reporting back to the engineers and saying, how is the experience there? Or when we talk with indie developers, we get a lot of insight what their stuff is. Sometimes we even have bigger studios. When we used to travel, we visited regions and went to meetups, but also meeting different users of the engine from a game stuff, but enterprise stuff as well, and then trying to get the information a little bit back. So it's a two-side thing. And nowadays we have a lot with the feature videos and making cool projects and show how stuff is done and trying to distribute this information and help people getting into it and making cool stuff. That's a cool thing, Epic is only succeeding if you are succeeding. So that's the reason why I love our business model. So our job is to make cool stuff coming out. So this is really-- this is the part I love most in this job. So we are trying to be helpful because if you release something, then we just don't-- it's not about selling a license or something like that. It's about-- it's not like here is-- you pay for the engine and then you do something and we forget about it. It's about like, hey, really, really cool stuff needs to come out and then everybody is happy and the ecosystem is growing. MARTINA: And also it's kind of like making you meet the others. We have this community that is so generous and so open. We have the Discord channels and all these places where people actually meet up and share their experience and what they're doing. So it's actually amazing when you tell them, well, have you checked that guy's game, or what they are trying to use the engine for, something we've never used it before? So it's kind of amazing that we are also making these matches with people that are maybe from completely different industries and have completely different experiences in their lives so they can create something completely new. SAMUEL: It's really fun to visit the internal evangelist chat in a regular basis because there's always something cool there, something popped up on Twitter, or someone did something internal that we're going to put out. But it's sort of-- yeah, we're the nexus of interesting stuff within the community trying to manage it both ways. ALEX: Yeah, one thing is for sure, we see a lot of cool stuff and a lot of interesting techniques and solutions to things. So we have a wealth of knowledge for some things that you may not have realized are in the engine. For example, I just showed off before the stream, a little tool menu, tool bar extension that I'll post up on Twitter next week. And yeah, stuff like that, it's really cool to be able to just go, hey, I'm just jumping in the engine and doing what I love and showing it off. And most of this potentially comes from meet-up backgrounds as well. So I used to be the organizer of the Brisbane meet-up in Australia here. And yeah, I think the same was with Ari [INAUDIBLE] and a couple of other people. VICTOR: To round that off, I just wanted to say that your first message to one of us should not be if you're allowed to ask a question, you should ask the question and then we might be able to answer. I think the most frequent question I receive is can I ask a question. And it can be tiring and sometimes a little difficult to just respond yes and sort of initiate the conversation. If we're unable to answer, we won't, or we will try to, and so just ask the question right off the bat. That's the best way to get our attention, and also the possibility for us to help. ANDREAS: And also, I apologize if not all questions get always answered. Because I can tell you, since two and a half years I'm doing this now, it is just not possible to get back. I sometimes feel really bad about it because then I forgot that someone wrote me on Twitter DM, I forgot. That happens. So don't feel bad if it doesn't come back directly. Try again. Nobody of us is pissed if you try two or three times. That's fine. VICTOR: I'll say try again, to a certain extent. Next question. I want to dig into a little bit more specifics when it comes to marketing and publishing and uploading your games and such. Kenneth Verhoeven asked, how can you do marketing if you have literally zero budget? I'm making a game with my dad in my free time. ANDREAS: I love that already. This is already a pretty cool story, to be honest. There are not so many people out there who can say I do a game with my dad. That is already a good marketing pitch, to be honest. MARTINA: You're already marketing it, actually. You're pitching it to us. ANDREAS: That's already marketing with no budget because now I'm intrigued. Now I would like to know what kind of game you are doing. So this is already pretty cool because it's unusual. It's nothing you see often. And that-- so you want to intrigue-- SAMUEL: As a story, you get 2,000 words out of it. ALEX: Yeah, I'll say this, locally, there was a team that had a whole family and that was their whole selling point, is hey, we're a family of game developers and we're making this cool game, support us. [INTERPOSING VOICES] ANDREAS: But there's some basic stuff I think you can do-- is you can post regularly. Not like one day you post solid enough things and then one month you don't. You have to understand a little bit the algorithms of all this social media stuff that's out there. So you have to understand a little bit of the platform. So you get better traction, for example, if you don't make external links. It's better to post on Twitter, and you can find this kind of information. So you can sit down and there are people who have blog posts about that. So you can figure that out and then you make a plan for it. I do each-- screenshot Saturday, it's really good to get some visibility. So there's a lot of those stuff you can make a list of those. You can figure out what to do and then have a plan, like each Friday evening, 9:00 PM, something like that, we post something with a little update what we do. And it takes time to grow it, but have consistency is pretty, pretty important. I always forget it was my own account. I forget to post and then I'm really disappointed. By the next posting, I think, this is a great one, but I forgot to post for four days. So in the algorithm, I'm not shown anymore. So you have to learn a little bit about the platforms, and you don't need money for that. And then you have to a little bit of a plan. And then you think about what kind of content you want to do because it's also pretty hard to have consistent content and not throwing everything you have out there. You have to have some surprises at the end. So it's like with the movie trailers you watch and you see, all the fun jokes were on the trailer, so the movie is not fun anymore. So you also want to avoid that. So you need to have a little bit of a strategy. MARTINA: I have two examples that I really like. There is this team that built their community starting to market the development community. So instead of going to build a player, user-based community, they started to share their experience on how they were developing their game. So it was the community around them, the people from the actual gaming industry that was kind of intrigued on how they solved that problem, or how they are doing this or that. So you can actually start also sharing your experience with your own game. Make a video of your dad making the game and then that's around the world could actually get into gaming because of that. I don't know, I think it's something sometimes we don't think about. And then the other thing is there are many other teams, other industries with different backgrounds that could actually be interested in participating as partners, getting something out of this. We have this experience with the Adventures of [INAUDIBLE] and Pizza Boy. We were making a game based on a comic book published by Dark Horse Comics, and this animation studio, they wanted to-- they were starting out and they wanted to have their own portfolio project, something to show to potential clients. So they actually invested their own time and they didn't charge anything to make a very short VFX film. So this comic book, this specific comic book took place in Lisbon, Portugal. And the short film was giant spiders invading Portugal and crawling through this bridge that is famous in Lisbon. And the funny thing was that when we published the video, nobody saw it when we expected it to be seen. But since one of the people that participated in this film, in this short film, was the face of the Portuguese CNN back-- how can I explain this? Something that wasn't supposed to be a part of our strategy turned out to be amazing because this guy that was an actual serious journalist allowed us to use his image to make the fake coverage of this invasion of spiders. So, I don't know, the Portuguese Association of the Free Press or something went to every single media in Portugal to complain about how we were using his face for a stupid short film for a comic book in a video game promotion. And we got 2 million views in an hour because of all of these people complaining about this specific-- I don't know if I made any sense. Victor's face is kind of worrying me. VICTOR: I was making a face on 2 million. MARTINA: Yes, in a morning. So it's crazy how things work out. Maybe they're talking good things about you, or saying bad things, it's important if they're talking about you. VICTOR: Preferably good things, I should say, is better than bad things, but there is such a thing as bad press. This leads into a little bit from a question from-- let's see here, there have been so many now. I want to make sure I get the right name of who asked them. Shipwreck studios asked-- and let's do a short answer here. Might even answer this myself-- as a new indie preparing a demo, what's the best way to grow an audience, Facebook, Twitter, Instagram or Twitch? And my answer to this question is as many as you can. There are services that allow you to post to several sites at once. Some of them might cost you a little bit of money, but that amount of money to pay someone, or just your own time of being enrolled and actually managing all of that each separately on each platform, that can be a lot more expensive. But how about-- one of you can fill in a little bit about sort of suggestions in terms of, how can you grow your audience? SAMUEL: Depends on the game, too. Not every game lends itself necessarily to a Twitch stream, or to YouTubing. One of the problems we had doing VR is obviously VR is experiential, and even a trailer doesn't really get it across. So a lot of stuff. We were less leaning into that. We did trailers and YouTube videos and some stuff with Epic, but a lot of what we did was boots on the ground marketing, where we were at places going, here, play this, and using that to drive word of mouth. And it was one of those ones where you have to kind of pick which battle you need to fight for your game. And then later we found a lot of people did end up streaming the game on Twitch, but that was post-launch and was really useful for long tail, but prelaunch, yeah, we weren't quite there yet. VICTOR: Thanks, Sam. BobsNotYourUncle asked, at what point should you set up a store page, for example, on Steam? ANDREAS: I take that one. Early. Early, early, early, early, early, early, as early as you can, even if it's a dummy one, because you don't have to publish it to learn what you need to do because it's much more than you expect you have to do. And that's true for all the stores. And they need a special format, et cetera, et cetera. And you will need several iterations to make your artwork looking nice on all the different views it has. So the recommendation is, in the moment you have this page, just make something. So it's the same with the game. Just make something, throw it in, get feedback internally, get feedback from others, and iterate on it as you do with the game. VICTOR: Alex, I think you had another good-- ALEX: Yeah, there is a little bit of a caveat. And the only caveat is if you already have a store page up, you potentially ruin any chances of an exclusivity deal. So there is also that side of things. But if you're already talking about exclusivity, you probably are already talking about putting a store up somewhere else, or you should already be thinking about these things first up. ANDREAS: Only to clarify, I'm talking about not that you publish it, I'm just talking about on the back end, bringing everything in, because you can review it and show that even to others. But on the other side, that's true. VICTOR: Yeah, the store page shows a little bit of professionalism of having that there. It's a lot better than one or two paragraphs and a locked web page, or some of the other references that I've heard you talk about for tonight. It can look really nice and professional. This is what the game will look like when you actually publish it. Good tips right there. Stark_avs asked, how fleshed out should a prototype be for me to start approaching finance options and marketing for the game? SAMUEL: As a former professional rapid prototyper, it really-- again, it's a broad question, but you should be selling the dream of your game, and you should be selling the vision of your game. You want to show up your core feature, the thing that makes you interesting and cool. It doesn't have to look exactly right. We sold Adrift off a build in a totally different engine that looked completely different, but the core concept was the same. The core principles that were driving the game were there and carried across. So that's what you need to focus on for your prototype. In three minutes, sell me your experience, sell me your vision. And I can accept that you don't have great animation, or you don't have any VFX yet or whatever, as long as you sell me your core burning vision that you want me to be interested in. VICTOR: Thank you. Let's move on. George Rivara asked, what percentage of budget should be for marketing? That's if you have a budget. MARTINA: I don't know if this is true, but there is a myth that says that Will Smith, or I don't know, Jim Carrey wouldn't sign on a movie that didn't have half of the budget only assigned to marketing. So I don't know for that question. ANDREAS: And that's probably true for big games as well. So especially the big ones there you can compare marketing budget with that. Which means, for an indie dev, if you have no money to make the game, you have no money to make marketing, which is a perfect fit. SAMUEL: It's amazing. You can have $500,000 worth of marketing, just enough to make a small game, and still no one knows that you exist. It's how you deploy the marketing more than anything else. ALEX: And one thing as well is what a lot of people don't realize is that some platform holders [INAUDIBLE] exclusivity with game stores before. I'm not talking just about exclusivity like you can only deploy that game store. I'm talking about marketing exclusivity as well. So some platform holders actually say, if you only market your game on our platform, we will give you a bunch of marketing money. So that's always an avenue for indie devs. That's something you might be able to broach to your platform holder if you're nice enough. ANDREAS: But I mean, there's so many different routes of-- I don't know. I have a friend, they made a game with two people. There was absolutely no money. They get a little bit of government funding. We are pretty happy in Germany that we have states and even National-wide you can get a little bit of a funding for your games. They made it with that. And then they made a quirky game with a zombie in Unreal Engine with only two people. They released it. PewDiePie played it, and that's the story. Now they are six people studio and they're doing pretty well. They released [AUDIO OUT] and it was-- they are actually-- it's Sluggerfly, so they are even in the-- they have an inspirational video for Monday in the Indie Week. This is pretty nice. There's Omno, Jonas Manke, he's an animator. He learned Unreal Engine by himself. And then he had a small prototype. And then he showed it around and people told him, you have to do something with that. And then he made a Kickstarter, which was a little bit easier when he did it, that was pretty successful. Then he found some marketing people helping him with that and now he's on his game in the last [INAUDIBLE]. VICTOR: Crow asked a good question here, what strategy would you recommend to any devs for quality assurance testing? MARTINA: Start early. ANDREAS: That's a good one. MARTINA: I don't know how address that. But it's kind of like-- sometimes I feel people rather make a huge game because it has a lot of content and they think that that is what is going to make it successful, that you have 1,000 characters, or I don't know, millions of missions and worlds to discover. And the truth is that it doesn't matter if you've created all that content if the game is not polished enough for people to get there. So maybe if you can scope down, try to do something that it's better. I don't know how to say it. So if you can spare some time yourself to do QA, or to work with somebody else if you don't have the money or the budget to hire a professional one. But try to do that. So you won't find ugly surprises when you release the game. ALEX: There's also automation. So a big thing is there's a big misconception with automation that, I'm going to have to set it up and keep it maintained. But you're trading the time off to implement automation and testing, or automated testing, I should say, in your game to save time, not having to look for bugs later on. So you catch them early, you catch them often, you basically spread out the work of time. So automation testing, especially in UE at the moment, there's some good tools in there, like gauntlet and the automation framework. Definitely check them out because just spending a day or two just getting them set up and then each time you implement a new feature and build a map that just tests that feature, or even if you're making a multiplayer game, you can record your multiplayer games, replay them, and test the replay. So if you know that a certain way you play a game is going to crash that replay, you can just play the replay, and if it does not crash, sweet. That's your smoke test done. It's super powerful. Yeah. SAMUEL: I would also lean into things like early access. I mean, obviously not as the first step for QA, but especially if you're doing a game like, a good example is Hades. Hades is winning all these Game of Year Awards. Hades spent a lot of time in early access refining its game model. And these are experienced devs who'd come from AAA and made a bunch of indie games. And they still went, OK, we need to find out everything-- not only are we doing a gameplay model that needs a bunch of tuning, but this means that when you actually ship and you come out like a Nintendo Switch, you are very polished, you're very clean because you will get more QA in one day of an audience playing your game than you will in six months of QA team playing your game, which is, unfortunately, not the ideal order of events, but it tends to be what happens. ALEX: And setting up a crash reporting service helps as well in that regard. Because Fortnite is a good example of that, is millions of people play that game and the engine is pretty damn stable at runtime for that reason, it's because you've got millions of people basically putting it through its paces on thousands of different devices. And you can't do that in an indie studio. You can only do that when you get the masses jumping onto it. So yeah. VICTOR: It's easier to find a large player base than it is to find the money to fund a large QA portion for your game. Next question comes from DuderSeb. And this one he says, a question primarily for Martina, when do you think it's a good time in a project to incorporate? MARTINA: Sorry, to incorporate what? VICTOR: To incorporate as a company, to go from I'm just making a game to now we're an actual company. MARTINA: So this is kind of tricky because sometimes incorporating means that you are going to start to work as a company. There are a lot of-- it's not business-related, but it's kind of like taxing and all these matters that you have to do to start working as a company. So sometimes you need to evaluate, what is it that you are doing? Is it you are planning to hire a lot of people? Do you need to incorporate because you want to bring people to work in an office, for example? So you will have to hire insurance and stuff like that. Are you planning to develop something solo and you want to publish it on your own? Do you really need to start paying taxes as if you were a big company? I think that when we started with the studio in 2009, I think it was, we made that mistake. We went corporate too fast. I don't know how to sell it. So it was kind of crazy that we needed to make presentations every month and we needed to have meetings with accountants. And we weren't even hiring anyone, we weren't making any money. So it was kind of like a lot of money down the drain and a lot of time because we needed to actually spend time to maintain that part of the company. So something that I will also advise is that if you really think that you need to start working in this way, as a company, as a corporation, try to find someone in your team or a partner that loves to handle that, because it has nothing to do with games, but at the same time, without it, it's not going to exist, the games part without it. So it's kind of like you need someone that is constantly managing those things. I don't know if-- ANDREAS: I want to add something important I forgot at the beginning. We have to go one step back and watch on the whole picture right now. It is easier to make games, which is cool, so you have to decide if there's something you want to live on, because it could be also really, really nice hobby. And saying making games is always equal to I have to do at least indie and sell it. It's not true. I know people who have a full-time job, completely something different. So they do a lot of game gyms, they participate-- they releasing stuff on itch.io, and they're pretty happy with that. And they don't-- and maybe I know one who's now thinking, because he has one prototype that's nice, thinking of, OK, can I somehow free my time so I can spend more time on that and not starving? So he's trying to make a mix and talking with his current employee, and saying, can I maybe reduce the hours? So I could live with a little bit less money and then spend time on that. So I think it is important to understand what I love right now it's an art form. You can express yourself via games now, which you couldn't 10 years ago, which is awesome, but at the same time, you have to find out for yourself is this something you want to have, all this pressure, and all this money stuff involved in something you maybe just enjoy as a expressive art. SAMUEL: Making games is hard. VICTOR: I think we all can agree to that. Yes, making games is hard. So just a little bit. It's fairly similar to the music industry as well where, how many people play music in the world? A good portion of them. Now, it so happens that picking up a guitar is a little bit more accessible than trying to build a game. But it's slowly getting to the point where you can even build interactive experience on your cell phone. And a cell phone is a little bit easier to get than a high-end dev machine capable of ray tracing and all of the other fancy features. So it is getting a little bit more democratizing. And what that means is that everyone won't be able to survive or have a comfortable life with the income that they can make from their products, but that doesn't mean that it's not something that you shouldn't pursue. There's always compromises in life. And sometimes you might just want to tinker with the stuff that you're excited about. And like Andreas said, potentially you might find that little golden nugget that you didn't even think about, but that shouldn't stop anyone from trying to pursue their dreams and go all in if that's what you want to do. ANDREAS: No, it's exactly what I'm saying, go all in, but just figure out in which extent you want to do it. Not that you end up with a lot of pressure and that part you actually didn't like. VICTOR: Yeah, it's important to still have fun, especially in our industry. Otherwise, it can get rather difficult. We're about at the end of time of the stream, but I would like to ask you one question-- this was actually the first question that came in, but I wanted to leave it for the end. Kellers in Colorado asked, if you could change something about your journey, what would you do differently? SAMUEL: Wow. VICTOR: And that's the stream, folks. We'll see you all next week. ANDREAS: Thanks, Joey Prink, for the raid. That's really-- hello back to Austria from here. That's really nice. Nothing. ALEX: I think-- ANDREAS: I wouldn't change anything. The good and bad stuff are good. ALEX: Yeah, for the most part, I'm here because of all of the mistakes and the learnings that I've made so far. However, in telling myself if I told myself at 20 when I started on this endeavor, basically, don't burn out. If you feel tired and you're buggered and you-- sorry, Australian slang slipping in. If you're tired and you're just exhausted, take a break, because usually when your body's telling you that, you need to. Otherwise, the worst thing you can do is burn out and scrap a project. Get it done. MARTINA: And maybe lose this sense of fear. What I believe it's sometimes I-- it took me too long to make a mistake. I keep pushing through something that was meant to die, or something. So I think I learned more every time I went through the full cycle faster. So the faster kind of philosophy. ANDREAS: Now I have one. I will never, ever write a 500-page game design document ever, ever again. SAMUEL: High five right back. Yeah, I think, honestly, the only things I regret are the crunch. Over the years I've done my fair share of crunch. I [INAUDIBLE] the EA Studio when that was happening, and that left me with some damage that I had to recover from. And no matter how cool your job is, it's not worth putting yourself through the ringer physically because then you're not doing the quality of work that you wanted to do in the first place. You're grinding out a thing. And you lose your love for game development. And it's the only thing that it's the art form that I love the most. So losing touch with it for a while because of that was something I really regretted, and it took a while to find my way back. But otherwise, yeah, that's why I'm here. I love doing this thing. ALEX: I'm definitely feeling like-- what's the word? Not emotional, the kind of like where you feel-- I had it in my mind. I lost it. It's early in the morning. I'm so sorry. I'll show you the sunrise after. VICTOR: I have a couple of [INAUDIBLE]. I think Martina touched on something important. Fail fast, fail quickly, learn from your mistakes and then continue. Knowing when to stop, knowing-- or, at least, don't be afraid to try again. It's so much better that you fail quickly and you decide, you know what? That's not going to work out. Cut it. On that note, during one of the earlier topics, something I've heard a lot is that a lot of first-time developers, or people who are getting into game development, and they start off on the A project that they're planning to ship. That project is the whole world. You can't even see past your first project. And if this is something that you would like to continue to do for the rest of your life, you're probably going to go on to ship quite a couple of things. I know so many people that shipped 10, 15, 20 games, actually shipped them, published them, charged money or release it for free, before anyone ever knew about any of their games. And do that. Don't be afraid to even ship-- I think Andreas also mentioned that publish it on itch.io, get feedback, see if you have-- find some players, maybe even a small community that will be excited to help you test your game, which can be really difficult. And you can do that with a game [? jam ?] prototype. It's possible as long as you reach out and talk to folks. This has been a pleasure. I've seen a lot of good commentary from chat as well. I'm really happy we were all able to get together to talk about this topic. If anyone out there is interested and have more questions or even are close to releasing one of your games and you're not really sure what that entails, there are some official steps to take as well when you're using Unreal Engine. There are very few. It mostly involves one form, but it's important that you do fill out that form. If you have these questions, you can reach out to the evangelists. There's a web page where everyone can read a little bit more about you all and also find the appropriate one for the region that is in the indies.unrealengine.com. Is that correct? MARTINA: Yes, we shared it also in the Indie Week blog post. So if you go to the inspiring stories at the bottom of the post, you will find a link that will show you everybody. You can contact us through LinkedIn, or Twitter, or Facebook, Instagram, I don't know. We are there. So just reach out. VICTOR: All the places. Awesome. As a typical, I will end the stream with a little bit of information for those of you who have been watching from the beginning. Thank you very much. It's a pleasure to have you stick around. If you have any follow up questions, I do want to point out that we announce all of our live streams on forum.unrealengine.com in the events channel. You can also see a schedule of upcoming streams in the Twitch About page, but there is usually more information and more up-to-date information on the forums, a good place to go. If you are enjoying some of our more technical content that we normally cover on this stream, we do transcribe all of our live streams. So what that means, usually within a week of us going offline, you can actually download the entire transcript or just turn on captions on YouTube. I should also go ahead and mention that something that we tried out last week for the first time and I forgot to add it in the forum announcement post is that there is now a add-on for Chrome. Let's see if Skye can go ahead and get us the link for this. But there's actually an add-on in Chrome that allow you to live-subtitle in real-time, which can help a lot. I'm a non-native English speaker. And I've lived most of my life with captions on. And I think it has taught me a lot, especially when it comes to technical terms, which can be a little bit difficult sometimes to know what was said. So go ahead and Control F that transcript if there's a term you were looking for or when we were talking about anything in particular. There are no physical meetups going on in the world right now, but communities.unrealengine.com is the place to go to find meet-up groups local to your area. There are some of them that are actually throwing virtual events right now, various Discords around the world, and it's a good place to find people that are interested in developing games or other various experiences with Unreal Engine. Go ahead and check that out. In terms of marketing and publishing your game, we do have a countdown video at the beginning of all of our live streams. This is 30 minutes of development that you speed up to 5 minutes. You send that to us together separately with your logo and information about your game, and you might become one of the countdowns that we air on the stream every week. Same goes for our community spotlights. We spotlight three every week on our news and community spotlight segment as well as in the Epic Games Launcher. These are projects that we either find on Twitter, Facebook, our forums. There are many good places where you can post, even work in progress, and we'd love to see this. And so go ahead and do that. Shout out to unrealslackers.org as well if you're looking for the largest unofficial Unreal Engine community out there. It's a great place for real-time communication. If you stream on Twitch-- MARTINA: We have the unofficial Spanish also Discord. So for people talking in Español, let me tell you. Send me a message and I can send you the Unreal Engine’s unofficial Discord link in Spanish. That's it. VICTOR: Gracias. If you stream on Twitch, make sure that you use the Unreal Engine tag as well as the game development tag. That's the easiest way for us to filter and find your content. And make sure you follow us on social media. That is where we do all of our updates in regards to news for the engine, but also other exciting news, and the streams. We tweet every Thursday morning East Coast time in regards to what topic we're going to cover today. If you're not too keen on following the forums and you prefer Twitter, we talk about that as well. Next week on Inside Unreal, we have two of the developers from Torn Banner. They're coming on to talk about making massive medieval maps with Chivalry 2. If you don't know the studio Torn Banner. ANDREAS: Nice. VICTOR: They're developing Chi-- they developed Chivalry, and they are coming now to talk about Chivalry 2, which I'm really excited about. I've talked to them, I think, since E3 2019 was when we first saw a little bit of a glimpse of the game. So they'll be on the stream next week. I'm super excited about that. But until then, I want to thank you all once again for coming on the stream. Thanks, chat, for hanging out today. If you missed a part of the stream, you can always watch them on demand on both YouTube and Twitch perpetually afterwards. I know we've gone ahead and posted those links. You can also find an informed announcement post. And with that, I've talked a little bit, I want you all to get a moment to say anything you would like to leave chat with today before we go offline. ANDREAS: You give us a word again, which you know that it takes hours again when everybody-- VICTOR: It's OK. I tried. We're past that now anyway. ANDREAS: You gave up, right? MARTINA: It was fun, guys. Thank you so much for hosting this, Victor and everybody that is watching. Thank you for coming. ALEX: Thank you very much. And good morning from Australia as well. VICTOR: Good morning from Australia. Thanks, Alex. ANDREAS: Good night from Germany. VICTOR: Yes, and good afternoon from East Coast. MARTINA: And Buenos Aires. You're fine, yeah. VICTOR: Thank you all so much. We'll see you again next week. Take care, everyone. Stay safe. Bye. SAMUEL: Bye.
Info
Channel: Unreal Engine
Views: 27,364
Rating: 4.9581151 out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal, Game Engine, Game Dev, Game Development, vr, nvidia, dlss, rtxdi
Id: vHn-Dg778-g
Channel Id: undefined
Length: 141min 14sec (8474 seconds)
Published: Thu Apr 01 2021
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