How to Make and Self-Publish a Game in 12 Months

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Published 2017-01-04
This GDC 2015 talk goes over the path SomaSim's Matthew Viglione took when he decided to make and self-publish his own game in the span of a year.

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All Comments (21)
  • @JoeGeorge319
    Really wish he mentioned the total unit sales of 1849, not seeing actual data on a multi year long venture (savings into game development) is rather important. The biggest hint we got with regards to this is when he said, "if we didn't have the extra sales from Android or iOS then we wouldn't have continued to make indy games" or some shit along those lines. Data like that is objectively important for people who see their selves in a relatively similar frame of reference (just graduated with Marketing degree). Some of the smaller marketing tid bits (ie: just talk to everyone approach) is something I figured and was assured by, but mentioning the fruits of said investment is relatively important. The strongest knowledge learned here not found in other GDC talks is with regards to the pros/cons of game expo's, which I hadn't thought of before. Regardless, the content that we got was a worthwhile read. Thanks
  • @sarccacious
    I have 5 dollars and can type "hello world" to command prompt. How long will it take me to make a game?
  • @GameSoup
    Amazing talk, learned a ton, will be rewatching it again when we are closer to our first release to remind myself about some of the topics. Thanks!
  • @capzombie
    We love tycoon games and simulations in Germany and the market is big compared to other countries in Europe. So an early localization is always a good idea. imho
  • @Chiros666
    His sip of water is the stock gulp sound from every game you can drink in.
  • @gengar807
    That composer should not have been doing some shameless self promoting. The guys is like "if you have any questions about my game you can ask them and ill try my best to answer them" and shes like" so im a composer and if any of you want some music for your game ill be staying in this room" you can also see how the whole crowd looks back at her like wtf are you doing XD
  • @NeilRoy
    It may have taken him 12 months to develop, but what he doesn't tell you is that he spent like 4 years saving to start. So, it's more like how to do it in 5+ years. Unless you're blessed enough to have a large amount of cash already.
  • I'm gonna go buy his game just to pay him for this great talk - plus it looks fun.
  • @Gijontin
    Tough crowd, he was a pretty good and funny talker... ;P
  • The response from the Reddit mod was immature and stupid, but it's not surprising as most forum mods act like they are some kind of gatekeeper. I guess living in a basement kind of make some people vindictive and they need a way to lash out. I'm almost certain people would choose cancer than be friends with forum mods.
  • @digitalbeat666
    how to get divorce in 12 months and marry your computer
  • @DewmOnline
    just stumbled across this GDC channel...loving it. another great video.
  • @MathiasJ89
    Very solid talk covering a lot of interesting topics. Nice one :D
  • @mrjed
    "Are you ready for Lodes of Fun??" [sips water] I laughed
  • @yolostudio5972
    Very nice talk, here is the video layout.. ======================= 02:08 Talk outline 02:24 Section One - Preparation 04:47 Butchery features 07:00 Section two: Self-Marketing 07:40 Building community 09:43 Press outreach + PR 14:43 Section three: Self-Publishing 18:15 The revenue summary 20:45 The tale of the tail 25:30 Q&A ======================================================= We are yolostudiogame - an indie game studio with two members. We are seriously learning about the game industry. So we tweet a GDC video summary every Tuesday. Happy making game, everyone!
  • @joegshanahan
    "We knew how to use Flash with our eyes closed, blindfolded, in the dark" Triple redundancy eye closing.
  • @alexchesser5209
    I think the #1 justification you can give for a differential pricing between PC and Mobile is the relative size of the install bases. Steam reportedly has 95 million MAU, while there are reportedly 728 million iphones in use today and 2.5 billion android phones. Yes, the game might cost 1/10 the price, but the size of the potential audience is much larger.
  • @numgun
    I appreciated this talk, very concrete and actionable advice. Thank you.
  • !Disclaimer - these are just my notes, that I want to keep under the video. I encourage You to watch it from start to end. I also might have missed some of the important information! Lessons Learned from this video: * avoid mentioning other games in your elevator pitch. * game media is a key - rock, paper, shotgun; pocket gamer; polygon; depends on your game * important youtubers * indie game stand is good for the early stages of the game, the community is nice * the steam community has too high expectations * have different selling points for different platforms * ads are communication, don't just say - "come and play!"