proofread articles up to Dec 10; made project page consistent; improved presskit page and added PDF download version
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<h1>my favorite GDC talks </h1>
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january 7, 2020<br>
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#gamedesign #marketing<br>
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<br>
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I really should be keeping a list of these with descriptions, so why not keep them in an article? <br>
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<br>
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<h2><a href="https://www.youtube.com/watch?v=W20t1zCZv8M">Automated Testing and Instant Replays in Retro City Rampage </a></h2><br>
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Vblank Entertainment's Brian Provinciano (2015) <br>
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log button inputs to replay the game, for use in preproducing bugs, sharing replays on the community leaderboard, running cutscenes, and even controlling AI. It is 100% accurate in deterministic engines but also helpful in less deterministic engines.
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<br>
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<ul>
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<li><a href="/static/extra/SimpleInputRec.cpp">I backed up the code he shared here. </a> It is a simple example of how to record and playback button input, written in C++.</li>
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</ul>
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<br>
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<br>
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<h2><a href="https://www.youtube.com/watch?v=UJiv14uPOac">Empathizing with Steam: How People Shop for Your Game </a></h2><br>
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Chris Zukowski (2020) <br>
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tips for how to design your Steam store page based on Zukowski's screenshare and shopping diary observations of ordinary people shopping on Steam <br>
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<br>
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<ul>
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<li>Essentially, make your gameplay genre absolutely clear within the first 4 screenshots and in the short description so that people will wishlist your game to buy during a seasonal Steam Sale. </li>
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<li>Approach your wishlisters as complete newcomers. Jazz up your Steam page before a Steam Sale. Release an update, post in your forums, put a Santa hat on your character. When wishlisters return to your page, they will see an active game and be sold on it all over again. </li>
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<li>His conclusions are very similar to how I shop on Steam, except I could care less for the tag section. </li>
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<li>The romantic indie fiction section on Amazon dwarves the indie game section on Steam. To be immediately visible to their audience, romance authors follow a clear visual language on their covers to communicate their genres and sub-genres. Zukowski uses this as an extreme method for attracting your audience using the tropes of your genre, pointing out common UI elements and the shooter guy on every FPS cover. </li>
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<li>More notes @ <a href="/diary/entries/extra/gdc-design-steam-store">/diary/entries/extra/gdc-design-steam-store </a>
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</ul>
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