Update 76: 04/25/2016PAX EAST 2016 RetrospectiveThis weekend was PAX East!
This post documents my personal experiences at PAX East showing as part of the MEGABOOTH in the MINIBOOTH section.
Hopefully other developers can gain value from reading.
I would also recommend looking at
William Chyr's MINIBOOTH Post-Mortem from two years ago for additional information, as it helped me immensely.
I've been working on
Desolus alone since I first started in September 2014.
I've shown the game previously at events including the
Boston Festival of Indie Games,
IndieCade, and
MAGFest.
This has been the largest event I've shown at so far and involved months of preparation.
I'm happy to say it went extremely well!
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Booth Setup and PlacementI opted for the MINIBOOTH for PAX East, because this was my first time presenting at PAX East, and also a solo developer.
What's great about the MINIBOOTH is that all set up is done for you. All you have to do is show up.
However, I opted to bring my own hardware to the event and recommend any other developers to do the same.
My game needs pretty powerful hardware to run, and I wanted to do thorough testing before hand.
I was very fortunate to have exceptional placement for my booth.
Although Desolus wasn't located on this map (since I was in the MINIBOOTH section) I couldn't have asked for better placement.
My booth faced outwards in the corner near the center of the showfloor. A large stream of people constantly flowed through.
I took this picture right before the show began, and the floodgates of people opened.
You can see the Desolus booth in the bottom right hand corner at the edge of the red carpet.
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CostsIn total, my cost for showing at the MINIBOOTH was $1740.
I'm estimating this to be on the cheaper side of PAX showings for the MEGABOOTH (I was told to allocate upwards of $3000).
Although I have a relatively non-existent budget, I consider this well worth it as the event was everything I could have hoped for.
I opted for three days at the MINIBOOTH. If you got into the MINIBOOTH and have the funds, you might as well show for all three days!
Since I'm local to Boston, I didn't have to stay in a hotel.
I commuted to the convention center from my apartment near Cambridge.
My transportation expenses were due to Uber, which I took instead of the MBTA due to time.
I live about 45 minutes away from the convention center via the train/bus, but only 15 minutes via car.
The food in the convention center is pretty awful, but fortunately there are food trucks nearby and I had friends who brought me food.
I would recommend bringing
Energy Bars/Beef Jerky/other small snacks to keep your brain moving.
Most importantly: DRINK WATER. Buy or bring lots of water. You won't regret it, trust me.
I bought my business cards from
Vistaprint, and they turned out to be great:
I gave away almost all of my 1000 business cards, but I feel that was a pretty solid amount to buy.
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The Show FloorTwo of my best friends helped me with my booth this year.
This was invaluable to me, as it would have been nearly impossible to talk to everyone and manage my booth by myself.
The volunteers at the MINIBOOTH were very helpful, but obviously they couldn't help with the actual demo.
I would recommend any solo developers showing at similar events to bring at least one friend with you.
One of the most exciting parts of PAX East for me was that people recognized the game!
I've had many individuals come up to my booth stating "I played Desolus at X event before" or "I recognize this from X."
I'm estimating around 250 people played the demo, with a thousand people stopping through the booth (maybe more?)
There were estimated 60,000 people total at the convention over the course of 3 days.
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Networking with Developers and PublishersThere were SO MANY PEOPLE as part of the MEGABOOTH this year.
I met many exceptionally talented developers at the booth, and I was happy to be a part of them.
Probably the most interesting parts of PAX were the three developer events that I went to:
-Thursday: PAX Made in MA-The
Made in MA party consisted of several developers showcasing their games before PAX.
This is a public event that happens every year, and anyone can attend.
I would say this event is definitely worth going to. I had a great time and had the chance to talk with a few friends before PAX began.
-Friday: Valve Indie Party-At the Valve Indie Party I spoke with a few representatives from Valve about launching on Steam.
This event was very valuable to me in regards to networking and knowledge gained, so thanks to Valve for hosting it!
-Saturday: MEGABOOTH Mixer-The MEGABOOTH mixer is an excellent chance to talk to fellow developers as well as representatives from various companies.
During the MEGABOOTH mixer I spoke with several reps from Sony about potential publishing opportunities.
There were also people I recognized from Microsoft as well as Google.
I also briefly spoke with Jonathan Blow, which was interesting.
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Press Coverage Desolus is still pretty unknown, but PAX was great for exposure.
I'm still far from release (at least a year), so my main goal was to establish connections with journalists.
I was told by other developers at PAX that they sent
over a hundred emails about a month before the convention.
In contrast, I only sent out a few press emails about a week before the convention (around 10).
These were targeted at people who I thought would enjoy the game.
A few press people stopped by my booth including reps from Destructoid, Indie Hangover, and Hardcore Gamer.
For any other indies who are showing at PAX for the first time:
-You should probably write your emails around 3 weeks in advance. Most press book up pretty quickly with meetings.
-If you're relatively unknown as a developer, you might get better response rates with targeted emails rather than mass emails.
-Practice your 'one line pitch' and prepare for interview questions that you might get asked.
-Be authentic and genuine.
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Demo FeedbackThe PAX MINIBOOTH was an excellent opportunity to playtest the game.
However, I made preparations for this demo months in advance.
Many people playtested the PAX Demo beforehand, so I could iron out any major issues.
The majority of people played through the entire demo, approximately 20 minutes long.
This was a fantastic victory for me, as there are so many things to do on the show floor and I managed to hold people's attention.
Many people who played previous versions of Desolus stated, "this is the best version of the game yet" which gave me a good amount of confidence.
The demo gave me great feedback regarding gameplay elements I need to refine moving forward.
I'll have these issues and fixes documented in a future devlog entry.
Overall, feedback was very positive and I'm feeling pretty good about the game.
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ConclusionsI feel several years led up to this year's PAX East.
PAX East in 2011 was my first real exposure to indie games and part of why I started developing independent games.
Ever since the MEGABOOTH began in 2012, I wanted to be a part of it.
Over the past year and a half I've put over 2000 hours into this game's development.
So much emotional and mental energy went into this year's PAX East demo for Desolus.
Although it's intimidating and I have so much further to go, I can at least take a moment to appreciate I've come this far.
This is a turning point for me. The game is really starting to come together.
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A massive thanks to everyone involved at the MEGABOOTH!