Brian discusses his experience with marketing after a game release, Jeremy tells tales of fellow designers at conventions, and Richard reminisces about the buyer experience.
Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP012.mp3
Brian discusses his experience with marketing after a game release, Jeremy tells tales of fellow designers at conventions, and Richard reminisces about the buyer experience.
Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP012.mp3
Brian lays out the methods of getting some free press by working with other designers and publishers. Jeremy drops some economics for those willing to drop some dough. Really, they each do both. Richard listens and receives a special visitor!
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/FLP011.mp3
Richard asks Jeremy and Brian to enlighten him on who to get interested in a prototype, where and when to find those people, how to get them interested, and why. Really, all the questions except “what.” You do have a prototype, right?
Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP010.mp3
Jeremy explains the structure of a Kickstarter campaign, leaving options for POD and manufacturing open. Brian gives his three criteria for choosing a manufacturer. Richard puzzles over the benefits of different manufacturer locations.
Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP009.mp3
Brian gives several examples of errors that can occur with either POD or manufacturing and Richard discovers the guys’ tips for minimizing mistakes. Jeremy talks about getting games played by publishers.
Audio/Podcast version: http://traffic.libsyn.com/theforbiddenlimb/FLP008.mp3