Last night I attended the monthly Unity User Group meetup here in Toronto (shout outs to Adam for organising and Uken for hosting). This month, a few of the boys from Blue Isle Studio did an informal postmortem of their newly released game Valley. The presentation was great. The guys demo-ed the game to the room, showed how those scenes were reflected in the Unity editor, and shared great thoughts on design and development. I am now super duper looking forward to biting into Valley this weekend. It's basically got Tribes' skiing. And grapple hooks. And double jumps! And set in Canada. And has cool sprite buddies. And spoopy government facilities. And and and... When it came time to ask questions, I seized the opportunity for some insight on marketing. The question I asked was, "Was there any one marketing move you made that provided the most return?"
The answer was a simple "no". Instead, they responded that one of their marketing failures was miscommunicating the size of their studio. Valley is a game that looks so good, the fact that it was made by less than 10 people is lost on the audience. The game didn't have a personal touch associated with its promotion. They felt this hurt the game's reception. While we've tried to create our own branding and marketing for Monumental Failure, neither one of our two-man team here at Scary Wizard Games is a marketing expert. Hopefully we can take some of the lessons learned from Blue Isle Studio and make sure we push our small studio status. Maintaining this dev log has been our attempt so far at making our studio more personable (as are the pictures of our dog on Twitter), but only time will tell if we've succeeded. Thanks for reading! 💖Your bloggy buddy, Spencer P.S: Don't forget to e-mail us, or hit me up on Twitter. I love talking games, and would love to talk to you! :D
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