Wednesday, 30 September 2015
Don't eat our controllers- More thoughts on EGX
I recently asked the guys at Zaubug games to write about there experience at EGX as I think they would give an interesting insight into the process as well as to the value of the event for a small studio
Anna Lapinsh CEO at Zaubug Games
"its always useful to get your game out there and have the abilty to talk to the public in that sort of space. We got a lot of great responses from players that tried out MindFork
Our goal for the show was to get press actually playing the game and we really achieved that. Our game does not screenshot too well, seeing it in motion is really critical. We managed to get a lot of people filming it which was ace.
The one thing no one really mentions is that that exhibiting your game at shows like this really makes your whole team motivated and lifts everyone spirits. When you have been sitting at a computer for 6 months straight you lose a lot of your passion for the product- just getting it out there and seeing people respond to it is really helpful to keep development going.
All in all, i would go back to EGX again"
Zhan Gurskis Lead programmer Zaubug Games
"EGX is a huge convention, there are endless amounts of games here and there, and so it can be very difficult to stand out
Perhaps interesting emerging behaviour is that most developers try to make their stand look more attractive as the show goes on. Our plan B was bananas, we have decided to do something different and added bananas to control our game.That really increased the flow of people wanting to play the game, suddenly we had people taking pictures, videos and tweeting about the game.In that way, it was an interesting experiment.
Going to a show of this magnitude needs a lot of preparation, and i am not talking about the way the game will be presented and promotional material like stickers and flyers, i am talking about physical and mental energy. You need to be able to present your game from 10 am to 6 pm for 4 days not mentioning parties that finish at 3 am, we hardly had any sleep, but the amount of great people we met make it more than worth it.
Over all it is a great experience, for me personally game development can get very daunting after you have added all the main mechanics and all you have to do is endless amount of polish, and a show like this is a validation of my time and efforts, it always leaves me inspired to make more games"
Anna Lapinsh - CEO, Founder
Jerry Boucher - Concept, Design
Daniel Jackson - Code, Design
Andrew Lemon - Sound, Music Design
Zhan Gurskis - Lead Programmer, Art, Design
Nicola Zamboni - Code, art, Design