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/agdg/ - Amateur Game Development General

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File: c50afc8a2b77277⋯.png (118.54 KB,247x304,13:16,ClipboardImage.png)

246269 No.30656

Has anyone gone through this process, and how did you go about it and remain somewhat incognito? Can you pull off something like a writer's pseudonym, or will it always obviously run right back to you?

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4f7d77 No.32120

>>30656

I've published a game on steam.

You don't need to disclose any information unless you want to give someone access to the steamworks account.

Actually in the agreement valve will not disclose your personal information. But yes you do need to disclose to them your full legal name because of money laundry laws.

However, if you have a partner you trust, you can use their name.

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377fa7 No.33893

File: 5476972436f0982⋯.gif (352.29 KB,256x256,1:1,hmmmmmm.gif)

I always considered the amount of marketing AAA titles use for such an inherently limited market to be ludicrous and would opt to minimize it when possible but this still leaves the first breakthrough when you get your brand recognition from a fairly popular game. This is also the moment you usually have no money to spare for

How do you get noticed on a low budget (assuming your small/middling game's decent on it's own)? I guess you can contact niche gaming communities + youtubers that then could promulgate it further but thats about it. Social media is only powerful if you already have a massive fallowing.

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7fd009 No.34135

File: 8712324b9f53e9b⋯.jpg (23.41 KB,392x395,392:395,5bb3425653d6764bd4984eeaa0….jpg)

>>33893

>How do you get noticed on a low budget (assuming your small/middling game's decent on it's own)?

This thread is so fucking old I could very well be replying to myself. I have though long and hard about this. The answer is simple. Everything /v/ says to do in regards to public relations, do the opposite.

Shill like fucking crazy. Everywhere. Even on some shithole like NeoGaf, Reddit and cuckchan. That's what Notch did.

A less appealing avenue is to go to IRL events, but then you're getting really tied in with the game industry. There was a GDC talk about how these events basically give you no exposure but it gives you connections. In this industry connections seem to be more of a liability than anything, because the second you wrong think you're blacklisted.

There is also the theory of making such an offensive game the game journalists will kvetch loud over it, but I doubt this actually works. Hatred's trailer was so edgy, brutal and grotesque it essentially was more of the trailer doing a good job than the SJWs. By the time the journalists showed up the game was already picking up speed. If it worked you'd hear a lot more games succeeding this way. It'll just get you blacklisted and cripple your chances of exposure.

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c1ab45 No.34141

File: 7218003bfdad18f⋯.gif (877.44 KB,375x304,375:304,7218003bfdad18f07e96e02afd….gif)

Mine is already, unavoidably tied to me, so I guess I need to be somewhat careful not to be too controversial. The game itself is fairly tame, but it limits my ability to market it. Even the mere fact that I post about it on 8chan/8kun is somewhat risky.

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551a88 No.34188

File: a971b5613f8935e⋯.jpg (36.24 KB,850x400,17:8,a971b5613f8935ea61d4d9ebe4….jpg)

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