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Developer / Business / Re: Social Media per Game?
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on: August 11, 2016, 02:22:22 AM
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Thanks for the feedback everyone,
Most of our accounts are pretty small but we're releasing two VR titles soon that we hope will be big hits. Facebook is easier to manage IMO, I've never heard of Instagram being so big? Although we've ran Instagram ads via Facebook previously.
For Twitter, I find it a pain managing 6 feeds at once, what online tools do you all use? Really it's for just that, having a community build around a game and having a way of contacting us.
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Developer / Business / Re: Building as a Publisher
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on: August 07, 2016, 02:16:35 AM
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TBF, it's not like Valve invented the term greenlight.
Thank you. what's the first thing you think when you hear the phrase "greenlight games"
Yes - I know, you think it's a game on Steam Greenlight but only if you're a developer or hardcore PC gamer. If I'm shipping titles to Xbox & PlayStation what's the chance of them even knowing what Steam is?
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Developer / Business / Re: Building as a Publisher
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on: August 06, 2016, 10:34:02 AM
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Aside from the fact that:
A) It's registered with Companies House. B) It holds 2 bank accounts. C) It's registered with Unity, Xbox, Sony, Oculus & Vive. D) It's paying peoples wages(Thus has an accountant and tax returns).
So no, I wont be changing the name because it's similar to another PRODUCT - Steam Greenlight isn't even a company, Steam is the company.
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Developer / Business / Social Media per Game?
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on: August 05, 2016, 02:08:40 AM
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Hi everyone,
I wanted to get your opinions, we've got 6 titles now released and they mostly all have a website, email address, Facebook &/or Twitter page. Does anyone else do this?
It's extremely hard to juggle all the accounts, so I wanted to know - what do you do? Should we just keep one account for the company and share the titles with that?
Thoughts, opinions and insights to what large studios do would be helpful!
Thanks, Dean.
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Community / DevLogs / QuickDraw VR - Classic Arcade Shooter in Steampunk
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on: August 05, 2016, 02:00:14 AM
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Hi everyone, A team of 4 at Greenlight Games are currently working on our new title QuickDraw VR, it's a classic arcade based shooter where you'll be challenged to take out targets against the clock. Here's some references to arcade games we're recreating: Gun Range: Point Blank: Hunger Games Shooting Range: The game will be child & family friendly, no blood & gore - so please feel free to post your own ideas/references! We've got a lot of game modes planned, plus customisation of your characters hands and weapons eventually adding custom tags to your weapons. QuickDraw VR will be available on the Oculus store in Early Access for the Oculus Rift & Oculus Touch by October(For the Touch release). We plan on adding online multiplayer and competitive game modes as we progress. The game is in a Steampunk style, here's our first concept of weapons:  We're working on branding today and I'll post some more screenshots later this evening. Thanks for reading!
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Developer / Business / Re: Building as a Publisher
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on: August 03, 2016, 03:22:48 AM
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Thank you Valo & Zizka for your feedback, I agree that adjusting our cut and investment is a good move. I did my best to make it clear we're new at this, starting from the bottom - so I'm happy to make changes like this.
I'd also like to follow up regarding the players for DEUL, we've not purchased a single 'fake' user or used such a service, they're all genuine players collected via social media advertising.
The GG brand & logo again genuinely (Although you wont believe me) had nothing to do with Steam Greenlight or their brand at the time. Just sucks that happened.
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Developer / Business / Re: Building as a Publisher
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on: July 22, 2016, 03:36:10 PM
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but your company name indicates you have eyes set elsewhere.
Sadly I registered the company in Feb of 2014 which was 6 months after Steam Greenlight had been created and no one had heard of it yet, nothing in common there. Then please surprise the world at large and be one of those increasingly rare non-scammy publishers.
...look maybe this isn't what you're getting at as you're building your company, but well...the shittery of previous publishers has left developers and players alike jaded as hell.
I appreciate that, hopefully you'll recognise the brand more in years to come! cynicalsandel, it's obvious that GG can't do anything right in your eyes - I don't understand why you seem so angry but thanks for your reply.
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Developer / Business / Re: Building as a Publisher
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on: July 22, 2016, 02:29:32 PM
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I appreciate your comments and feedback so far, as the title and topic explains we are new to this - learning and building. You shouldn't be approaching or looking at GG as a publisher such as 'Tiny Build, Devolver Digital or Adult Swim Games'.
You've all brought up the same subject, that being the 40% split as a publisher being 'too high'. I get that, the idea behind growing slowly and not just slapping our brand on any game that looks our way was to give us the manpower to concentrate on these titles properly.
I'll say again, the 40% isn't final and we're open to offers - I personally think it's quite fair for a free to play mobile game. It's also possible to adjust the percentage over time, such as 3, 6 or 12 months.
That aside NoLocality asked 'what would you do for them to justify that 40%?'.
Of course this is the important part and we really do take pride in our brand, we've created strong connections within Unity, UKIE, UK Games Fund, UK Games Talent & Tranzfuser. As a studio we're also part of the Xbox ID Programme and Sony PlayStation Partners. I'd like to point out we're a UK based company and ideally are looking for UK developers, as we're able to provide more support that way.
Last week we became an Oculus Partner and were shipped the new CV1 headsets and Oculus Touch dev kits, they arrived earlier this week. Over the next 2 months we're attending two exhibitions in Orlando, Florida plus EGX in the UK.
We own pro subscriptions for Unity, Substance Painter, Substance Designer, Mixamo, Adobe Suite & Game Textures. All of the above software, hardware & SDKs would be at the developers disposal if needed.
We're also able to offer the help of our in-house team in development with programming, artwork, music, 3D assets & animation.
Marketing wise it would be as I said previously social media, paid advertising, attending or providing exhibition access, small funding, license costs.
I can't say we have good connections with press but that is something we're working on and now work with a PR company on that basis, our reputation is a work in progress too.
I want to stress once again, we aren't a AAA studio. We're just expanding in to this area, have a small budget for it and want to see if it works. We did it with one game, that worked. Now we want to add a few more titles. I know this wont be right or work for everyone but for some developers it does.
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Developer / Business / Re: Building as a Publisher
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on: July 22, 2016, 01:58:39 PM
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We have funding available depending on what's required but don't have tens of thousands of pounds at our disposal.
We're aiming more towards titles that don't need large funding, created by small teams and close to being finished.
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Developer / Business / Re: Building as a Publisher
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on: July 22, 2016, 01:20:32 PM
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We've only published one title so far [...] We have professionally written agreements that would require signing and normally look for a 40% split of your revenue depending on the title.
40% ? wahahahahahahahahahahaha As I said this is discussed with the developer and depends on the title.
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Developer / Business / Building as a Publisher
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on: July 22, 2016, 12:28:21 PM
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Hey everyone, I thought I'd reach out and introduce my company Greenlight Games, we started as a games studio creating mobile games in early 2015. Since then we've won two awards & moved into our own office and have now started developing VR games as an Oculus Partner with the Oculus Rift and their Touch Controllers. One of our goals is to create a small portfolio of published games and I'd love to help publish yours. We don't just message every game going, we pick ones that stand out. We've only published one title so far and that was DEUL, it came out in January as a soft release to Android & iOS and will be hitting 1 million players this weekend. We actually found the developer here on TIGSource and they've stuck with us with their second version of DEUL coming out in September. http://www.deulgame.co.ukIf you're interested we would publish and advertise your awesome game via social media, exhibitions & help you get through Steam Greenlight(if PC). We can publish mobile games, pc games, Playstation, Xbox & VR. It would be great to chat more, please message me or fire me an email: [email protected]I'm not here to pretend we're a huge publisher but we've done very well so far and we would love to work with you if you believe your game has potential to stand out. We have professionally written agreements that would require signing and normally look for a 40% split of your revenue depending on the title.
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Community / DevLogs / Re: Somewhere - An Interactive Fiction for mobile
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on: July 22, 2016, 10:38:25 AM
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Hey Aniki & Atavismus, Very interesting so far, I like your references and know those titles have done very well(Not to mention their spin offs). I thought I'd reach out and introduce my company Greenlight Games, we're creating a small portfolio of published games and I'd love to help publish yours. We don't just message every game going, we pick ones that stand out. We've only published one title so far and that was DEUL, it came out in January as a soft release and will be hitting 1 million players this weekend. http://www.deulgame.co.ukIf you're interested we would advertise Somewhere via social media, exhibitions & directly through DEUL. It would be great to chat more, please message me or fire me an email: [email protected]We've never published or developed a fiction based gamebook but do have a professional writer and director in our ranks, which may be a great mix for us both!
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Community / DevLogs / Re: PUDDLEDASH ~~~ local multiplayer octopus racing
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on: July 22, 2016, 10:33:07 AM
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Hey guys, I don't even know where to start with this, it looks epic. The thought of cooperatively stabbing each other in the back to win sounds awesome. I thought I'd reach out and introduce my company Greenlight Games, we're creating a small portfolio of published games and I'd love to help publish yours. We don't just message every game going, we pick ones that stand out. We've only published one title so far and that was DEUL, it came out in January as a soft release and will be hitting 1 million players this weekend. http://www.deulgame.co.ukIf you're interested we would advertise PuddleDash via social media, exhibitions & help you get through Steam Greenlight. It would be great to chat more, please message me or fire me an email: [email protected]I'm not here to pretend we're a huge publisher but we've done very well so far and I'm sure we could both gain from working together.
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Community / DevLogs / Re: Downhill Prototype
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on: July 22, 2016, 10:29:20 AM
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Hey guys, I'm loving the progress so far, you've taken such a simple mechanic and it looks stunning. The low poly art style really is working for you too. I thought I'd reach out and introduce my company Greenlight Games, we're creating a small portfolio of published games and I'd love to help publish yours. We don't just message every game going, we pick ones that stand out. We've only published one title so far and that was DEUL, it came out in January as a soft release and will be hitting 1 million players this weekend. http://www.deulgame.co.ukIf you're interested we would advertise this awesome unnamed game via social media, exhibitions & help you get through Steam Greenlight. It would be great to chat more, please message me or fire me an email: [email protected]I'm not here to pretend we're a huge publisher but we've done very well so far and I'm sure we could both gain from working together.
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