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Lessons learned: out with the old and in with the new
For the past 12 weeks, I have been serialising the Lessons Learned included in How to Publish a Game. A dozen gaming luminaries ranging from one-man indies to heads of big studios were kind enough to answer my questions on self-publishing. Thanks to every one of them, and you can check out their Lessons from the handy list below.
- Paul Farley of Tag Games
- Dene Carter of Fluttermind
- Daniel Jones (aka Deejay) of Binary Tweed
- David Amor of Relentless Studios
- James Brooksby of Doublesix Studios
- Chris Swan of Blitz Games Studios
- Dan Marshall of Zombie Cow
- Dave Castelnuevo of Bolt Creative
- Patrick O’Luanaigh of nDreams
- Mike Bergenstjerna of Mstar Games
- Charles Cecil of Revolution Software
- James Brown of Ancient Workshop
The Lessons Learned feature became a popular part of GAMESbrief. I now plan to continue it with all new content. I will keep it running for as long as there are developers happy to share their experiences with a wider audience.
if you are interested in participating, I ask everyone the same four questions:
- · What‘s been the best thing about self-publishing your game?
- · What’s been the worst thing?
- · What would you do differently if you did it again?
- · What advice would you give someone thinking about self-publishing for the first time?
Answers on a postcard to firstname.lastname@example.org. I hope to include you in future posts.