Here's the schedule for our 2018 conference programme.
Answers to questions like why nobody writes about your game and why nobody can find it. Real world examples of the horror and how developers are working to overcome it.
With so many games releasing across every possible platform, the vast majority of titles are now sent out to their immediate deaths. Only the top 0.1% of games now make any real money -- so what can you do to grasp for one of those top slots? In this talk, Mike Rose from publishing label No More Robots explains what you can do to raise your chances of success in this scary market.
Why do some games win awards and others don't? After entering the industry just 2 years ago our game Blockships has won 6 awards and 6 nominations. We've taken it to over 20 events, expos, and conferences along the way, appeared in the PAX10, on Ginx TV, and the front page of Twitch. Were we just lucky? No, then, are we simply amazing? No, and in this talk I will discuss how we won these awards, and our strategy for getting them. What we did right, what went wrong, and how you can use what we learned to improve your ability to gain awards and how to make the most of them when you win!
How do you build an audience around your game even before it’s released? How do you turn loyal fans into brand advocates who celebrate and promote your game for you? We look at case studies from the world of TV and big brands and explore how a revolution in social media data and advertising can be harnessed to take on the big publishers and win.
Thanks to digital distribution, social media and streaming platforms, the art of video games marketing has changed significantly over the last few years. New players keep entering the scene, which makes it even harder to pick the right marketing channels for small to mid-sized indie developers and even big publishers. In this hands-on talk, Michael Schade, CEO of ROCKFISH Games, will share his best marketing stunts on Youtube, Twitter, Facebook, Twitch, and imgur, which helped to make EVERSPACE, the studio’s debut title, an indie surprise hit on Steam and Xbox with over 400,000 copies sold and still selling strongly.
As a social media manager for a community of almost half a million on Facebook alone, Grace Carroll is used to dealing with passionate fans. This talk will cover a number of key points for anyone interested in managing online game communities - dealing with negative sentiment, growing a community and above all, keeping the fans informed and excited without giving everything away. This talk covers the important basic knowledge of online community management and some tips and tricks to finding the voice of your game.
While developing Abandon Ship, Team Lead Gary Burchell kept track of all marketing-related data, from trailer views to individual social media posts. All of this was focused on one drive: building up as many Steam Wishlists as possible. Join him as he goes through the data, breaking down strategies that helped get Abandon Ship covered by major outlets dozens of times, attaining a newsletter with thousands of subscribers, gaining a million plus views on YouTube and over a hundred thousand wishlists – all with no prior marketing experience. Learn from the successes and mistakes that allowed a remote working micro-studio, self-publishing its first title in Early Access to hit 4th in the Global Top Sellers charts on Steam – yet also why it may not be a challenge you wish to take on alone.
A detailed look at how to grow an audience for your game on Social Media, from the team at Happiest; who in 18 months have organically amassed a following of over 3.5 million followers.
This session will deep-dive into how and why you should go about building an organic audience on social channels, the best 3rd party tools to make use of, how to produce and package your content for maximum impact on social, and ultimately how you can maximise the return on the time you spend marketing on social channels.
We'll take a look at some examples of content that have worked well for us at Happiest, as well as those performing best in the gaming space to discover why and how they are achieving the results they are.
The purpose of this talk is to share FitXR's insights from acquiring the first 10000 customers for their top selling app BOXVR. The talk focuses on lessons learnt from using traditional user acquisition methods such as search optimisations, ads, marketing campaigns, competitions, social media campaigns, store placements, influencers, reviews, in game features and community management. Sameer will discuss the success of each type of method and elaborate on how FitXR used the lessons learnt in improving their game design, and in increasing engagement and retention.
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I’ve really been impressed with Develop – the small intimate setting were you can get to know the other participants, sit in the row with people you saw at the last talk or interact over coffee.
There’s something creative about Brighton, so it’s the perfect place to have the conference.
I really like Develop, I really like the intimacy of it and I love the location.. there’s a good diversity of talks going on so there hasn’t been a time when there’s nothing I want to see.
There are many ways you can be part of Develop:Brighton 2018 - including speaking in the conference, taking a booth in the Expo or becoming a sponsor.Find out more