How to manage the release of a game? – Libération

How to manage the release of a game? – Libération
How to manage the release of a game? – Libération

The monthly meeting of our podcast “Silence on joue” dedicated to the creative process focuses on the crucial moment of making a new game available to the public.

In the loop is a monthly meeting that focuses on the creation of video games in the company of Laurent Victorino, founder of Monkey Moon (Night Calls, Flat Eye) and Jehanne Rousseau, co-founder of Spiders (Greedfall, Steelrising). Each month, we will receive a creator to talk in depth about one aspect of game development and to look back on the creation of a particular game.

To follow the publications of Silence we play!, you can subscribe to the podcast feed on your favorite application, or on Apple Podcast, Podcast Addict, Deezer or Spotify. You can also follow us on the show’s YouTube channel, and we now have a Twitch channel. To find all the shows, click here.

To comment on this show, give your opinion or simply chat with our community, connect to the Silence on joue Discord server!

As the show is recorded live, the video replay version is available on YouTube:

For this episode, we are interested in this crucial moment that is the release of a game that has often required several years of work. How to prepare for it? In what state of mind are we on the day of the release? Are there mistakes to avoid? Jehanne Rousseau, Laurent Victorino and Florent Maurin share their experiences on the subject.

In the second part, we will ask our guest, founder of The Pixel Hunt, to submit to the “postmortem” exercise, looking back on what went well and not so well during the development of your latest game, The Wreck.

-

-

PREV The Big Reliability Problem with Toyota Hybrid Cars (and How to Improve It)
NEXT OpenAI launches critical GPT to fix GPT-4