@deadzach44 Pour un asset 3D, si le design et la conception visuelle de l'objet est faite de A à Z par un humain mais que l'optimisation de sa topologie est faite par IA, tu rentres ça dans l'IA générative ?
A strong strategy for an indie developer is to build the game to around 70% completion before going public.
That means the core gameplay is solid, the visuals are representative, and you already have enough content to show what the final experience will feel like.
At this stage, you should also prepare all the essentials for marketing:
polished gameplay videos, vertical, commentary, documentary, horizontal, meme, funny, etc
a clear press kit
solid screenshots
a good trailer, the announcement one, teaser, early alpha gameplay, early access gameplay, release date trailer and so on
translations for your store page and press release ,art,etc
community-focused social content ready to release
Once you have that foundation, put your game on Steam under Coming Soon and keep it there anywhere from six months up to two years.
This gives you time to build real momentum without rushing. During this period, participate in every event where your game fits, online festivals, physical game expos, showcases, cross-promo trailers, anything that can put your game in front of more players.
At the same time, start growing your community early. Talk to players. Post small updates. Ask for feedback. Build a Discord. Share behind-the-scenes content and make players feel part of the development journey.
Engage with them in the vc 🙃
On Steam specifically, stay active. Update your page regularly,every 4 to 7 days.
Even small things like adjusting the capsule art, change your tags, posting a devlog, or updating a description sends fresh signals to the Steam algorithm. The more active the page is, the more visibility it gains.
Don't forget to highlight any content creator that supported your game 👀 and press article on the front page on steam as "quotes" with hyperlinks
Use this period to look for support as well. Reach out to press, creators, publishers, and investors. Pitch your game. Build relationships. Look for opportunities where your project can grow or get funding.
This long Coming Soon phase isn’t about waiting, it's about building steady momentum, growing a community, improving visibility, and making sure that when you finally launch, the game already has an audience excited and ready to play.
There are millions of other MARKETING strategies.
👀 discord and email in my bio, if you want to GET IN TOUCH.
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Serious question. Is it BETTER or WORSE right now for new indie game devs? Some people say Steam is just too crowded, so why even try? My buddy Chris Zukowski is an indie game marketing legend (@AdventureMtn ) and he breaks down why he thinks... well. Just watch the vid and you'll be surprised I think.
𝗪𝗵𝗮𝘁 𝗦𝗵𝗼𝘂𝗹𝗱 𝗬𝗼𝘂 𝗗𝗼 𝘁𝗼 𝗚𝗲𝘁 𝗜𝗻𝘁𝗼 𝗚𝗮𝗺𝗲 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗺𝗲𝗻𝘁? 𝗣𝗮𝗿𝘁 𝟭
This is the first entry in a series where I’ll share what I personally recommend for getting into game development.
Disclaimer: Every developer has a different journey. There are countless ways to break into the industry, and I can only offer what I’ve learned from my own experience and from people around me.
𝗧𝗼𝗱𝗮𝘆’𝘀 𝘁𝗼𝗽𝗶𝗰: 𝗗𝗲𝗰𝗶𝗱𝗲 𝘄𝗵𝗮𝘁 𝗸𝗶𝗻𝗱 𝗼𝗳 𝗴𝗮𝗺𝗲𝗱𝗲𝘃 𝗿𝗼𝗹𝗲 𝘆𝗼𝘂 𝘄𝗮𝗻𝘁
Game development is huge. It combines many different technical and artistic disciplines, all working together to create a final product. Your first big decision is whether you want to do a bit of everything or specialize deeply in a single craft.
If you want to do everything, you’re probably leaning toward joining a very small studio or becoming a solo developer.
If you want to work on bigger titles, you’ll likely want to focus on mastering a specific craft and aim for a role in a larger studio. Both paths have advantages and trade-offs.
𝗧𝗵𝗲 𝘀𝗼𝗹𝗼 𝗱𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿 𝗿𝗼𝘂𝘁𝗲
Being a solo dev gives you enormous creative freedom. But it also comes with pressure, because you’re responsible for the entire project and for funding it. Many solo devs work on their games in their spare time and only seek investment once they have a solid prototype to pitch. If you enjoy being a free spirit and taking ownership of every part of development, this might be your ideal path.
𝗧𝗵𝗲 𝘀𝘁𝘂𝗱𝗶𝗼 𝗿𝗼𝘂𝘁𝗲
The alternative is joining a larger team, where you contribute within a specific discipline such as tech, art, design or production. This path is also demanding: the bar for entry is high across all crafts. Games need to be performant, visually appealing and fun. To meet those expectations, each discipline requires skilled, specialized people who continuously push their craft forward.
Choosing your craft early is an important first step. Once you pick a direction, you commit to improving in that area. You can switch disciplines later, but it is not always easy.
𝗔 𝗾𝘂𝗶𝗰𝗸 𝗹𝗼𝗼𝗸 𝗮𝘁 𝘁𝗲𝗰𝗵𝗻𝗶𝗰𝗮𝗹 𝘀𝘂𝗯-𝗱𝗶𝘀𝗰𝗶𝗽𝗹𝗶𝗻𝗲𝘀
Even within a single craft, there is a lot of specialization. In the technical track, for example, you’ll often find:
•Generalist programmers
•Tooling engineers
•Gameplay and UI engineers
•Rendering engineers
•Audio engineers
•Technical designers
•Technical artists
•Build engineers
•Performance specialists
•QA and verification engineers
•etc.
𝗬𝗼𝘂𝗿 𝘁𝗮𝘀𝗸 𝗳𝗼𝗿 𝗻𝗼𝘄
Explore these roles. Learn what each discipline does day to day. Once something clicks, start digging deeper.
In the next posts, I’ll focus on the technical craft: what roles exist, what skills you need, and how you can prepare yourself to join a tech team in game development. Stay tuned!
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