Pete Harries’ thoughts on exhibiting The Seeker at GameCity 7

Pete Harries a Newport grad from 2010 has been working on a new game called The Seeker. Back in October Pete showcased the game at GameCity 7 in Nottingham and has written a message about his experience…

10 things to remember when exhibiting your game

Written by Pete Harries, original article available from http://fatpancake.com/?p=47

In October we exhibited “The seeker” at GameCity7 in Nottingham, it was a great success and we learnt a lot. So I thought “Hey I’ll blog about this!!” unfortunately the few weeks have been incredibly busy and I’ve not had a chance to write at all. But finally, I’ve found the time to break out the pen and paper (keyboard) and get something down, and here it is! enjoy!

GameCity7 The Seeker

The Seeker gets some attention at GameCity7

1. Bring your notepad (and a pen!)

This may seem obvious but this is the number one must have item when exhibiting your game. Write down feedback, get important peoples details, notes on how to make your next trip more productive. Basically write everything down in here, if your anything like me you won’t remember half the stuff that gets said / done whilst your there so being able to reference back to your notepad is invaluable. Great for design ideas that get sparked off during the trip as well.

2. travel in groups

Exhibiting on your own is an option, but having a couple of friends that are familiar with your game or some of the development team along for the ride really, really helps! This way you can take turns to go to the toilet or go and get food. At GameCity this year I was asked to jump up on stage to talk briefly about “The Seeker” this wouldn’t have been possible if I was on my own! (cheers guys!)

3. network, network, network

This is of paramount importance. Talk to everyone! Go to the post exhibition events, Give out your business cards and introduce people to each other. When it comes to getting the word out about your game later on having a network of contacts on tap that can share with their friends any news you want to publish is extremely important.

4. support material

Business cards are obviously at the top of this list, easy to give out and less likely to go missing than a scrap of paper. But other material can be handy as well. This year we used flyers with a QR code printed on them that linked directly to our Steam Greenlight page, people could play the game and if they liked it scan the QR code and vote for us on the spot!

5. accommodation

Again something that seems obvious but make sure it’s close to the venue, you’re going to be on your feet for 7+ hours a day so you don’t want a 5 mile hike back to where your staying, especially if you carrying equipment with you! Oh and make sure you do stay overnight, you’ll want to attend those after parties!

6. Check your tech!

Prior to the event make sure you find out exactly what the situation is with tech, what will the organisers be providing? Will you need to bring specific items along with you? what time you need to be there to setup? After you have this information be sure your game is setup to work on what you have. And have a backup plan just in case that doesn’t work. Maybe even a backup, backup plan…

7. play other peoples games

These events are a great opportunity to meet people in a similar position as you, so go meet them! Play peoples games, see what they’re doing and how their doing it! Networking opportunity, inspiration and you get to play some awesome games, win-win!

8. ask people what they think of your game

Hopefully you’ll have a load of people coming by your stand, so talk to them! explain what your trying to do and see if they think your achieving it. Ask them what they think of the game even if they have any ideas about things they think would improve it! Then write it ALL down in your notebook.

9. follow up

If everything goes well at the event you’ll meet loads of great people and you’ll arrive home with hundreds of business cards. Follow them up! Email every one of them just to say hi and that it was great to meet them! (assuming it was!). If you get a chance to add them of facebook or Linkedin this is always handy as well. So next time you want to contact these people you won’t be going in cold.

10. have fun

These events are usually really enjoyable, so make the most of it!


Newport Games Design gets three nominations for the Ffresh Awards 2012

We are very pleased to announce that three Newport games have been shortlisted in the Games & Interactive Media category and the Ffresh Awards 2012.

With The DustThread Bear and Q.U.B.E. have been short listed, the games and interactive media juror David Banner has written encouraging comments about all three games.

The winner will be announced on Friday 10th February.


Q.U.B.E. nominated for Develop Award

Q.U.B.E. has been nominated for a Develop Awards 2012.

Q.U.B.E. has been nominated in the ‘New Studio’ category.  The award ceremony will take place on Wednesday, July 11th 2012. Good luck guys.

Q.U.B.E. is half price until the 2nd June 2012… Q.U.B.E. available on Steam

 


Q.U.B.E. pays back it’s initial investment and think about expanding!

QUBE

After successfully launching Q.U.B.E. on Steam on the 6th January, the game sold over 12,000 copies in just 4 days, which enabled them to pay back the $90,000 investment from Indie Fund.

More information can be found on Gamasutra.

In an article for Joystiq, Dan Da Rocha also confirmed that they are already working on  getting Q.U.B.E. ready for a Mac release and prototyping an iOS version.  They are also planning Q.U.B.E. to be release on the OnLive platform soon.


Q.U.B.E. is released and is getting great reviews!

Q.U.B.E. has now been fully released on Steam, Desura, Gamersgate and Playism. A demo is also available via Steam.

Q.U.B.E. has been received really well, here are a few of the reviews… Rock Paper Shotgun, KotakuDIY GamerThe Play VaultGiant Bomb, Shack NewsVelocity Gamer, Super LevelMM Gaming, Just Press Start & The Review Cast.

Q.U.B.E. is the first game to be released by Toxic Games: Dan Da Rocha, Jon Savery and Dave Hall, with the help of Indie Fund. It is also the fist game developed by Newport students to get commercially released. Well done guys, keep up the good work.


Q.U.B.E. to be released on 16th December

It has been officially announced (via the Indie Fund website) that Q.U.B.E. will be released on the 16th December 2011. Q.U.B.E. will be available on on Steam, Desura, and Playism. It will be sold for £9.99/$14.99/€10.99.

The release is significant for both Indie Fund and the Computer Games Design at the University of Wales, Newport. For the both Q.U.B.E. is their first game to get a full commercial release.

The game was developed by Dan Da Rocha, Jon Savery and Dave Hall, they built the prototype as part of their undergraduate degree program (graduating in 2009). Then continued to develop it into a full game after their graduation with the help of the Indie Fund.

An interesting fact about Q.U.B.E.‘s development is that it has been developed without a programmer!  The guys have only used UDK (the Unreal Development Kit) and its scripting facilities.

As usual Q.U.B.E. is getting some great press… JoystiqThe Sixth Axis, IndieGames.com, The Witness.netDIY Gamer, Develop Online & DIY Gamer Preview

You can also vote for Q.U.B.E to be IndieDB’s Indie of the Year 2011.


Q.U.B.E. in RockPaperShotgun

Dave Hall has been busy once again, this time being interviewed about Q.U.B.E. for and article in RockPaperShotgun.

In the interview Inside Q.U.B.E.: Toxic Games Interview Dave talks about how Toxic Games formed at the University of Wales, Newport, then goes into more depth about how they moved forward with development and obtaing funding from Indie Fund.

Q.U.B.E. will hopefully be realsed before the end of the year. For the latest news follow Q.U.B.E. on Twitter.

Recently Q.U.B.E. has also been featured on Voodoo Extreme 3D.