
Show Notes
Join Tara Voelker for “Make Accessibility a Selling Point: Storefronts, Tags, and Discovery”
Players need to know if they can play your game before they buy it. Tara breaks down how Xbox, PlayStation, Steam, and the iOS App Store handle accessibility information, what players actually see, and how accurate feature details can support discovery and purchase decisions. You’ll also get a practical checklist for testing, tagging, and communicating your game’s accessibility across storefronts.
Live September 30th, 11am - 12pm Eastern | YouTube - Twitch - LinkedIn
#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
More from IndieGameBusiness®
In this episode of IndieGameBusiness, we’re joined by Benjamin Carcich, Founder of Valarin, Inc., to challenge the game industry’s obsession with process and productivity.Your team can have meetings, tickets, sprints, reports, and a perfectly organized production pipeline, but does all of that activity actually create value?Benjamin breaks down the difference between producing “stuff” and producing value, how studios accidentally incentivize the wrong behaviors, and why processes that were designed to help teams can eventually become obstacles themselves.We’ll explore why teams continue following processes without understanding why they exist, how traditional training can reinforce dysfunctional production habits, and the question leaders should be asking about every process inside their studio.We’ll also dive into leadership in game development and how studio leaders can create environments focused on outcomes rather than simply keeping everyone busy.If your team constantly feels busy but your game never seems to move forward fast enough, this conversation may change how you think about productivity.Follow Benjamin Carcich:LinkedIn: https://www.linkedin.com/in/benjamin-carcich/#IndieGameBusiness #GameDevelopment #GameProduction #IndieDev #StudioLeadership
Rob Carroll is back on IndieGameBusiness, but this time the conversation is very different.When Rob joined us previously, Roll Craft was building the studio and preparing for what came next. Now they’ve actually gone through the fundraising process, and Rob is coming back to talk about what really happened.VCs. Angel investors. Kickstarter. WeFunder. Community funding. They all offer different paths to getting your game funded, but choosing how to raise the money is only the beginning.What happens once your raise actually goes live?Rob joins us to talk about the realities of fundraising, from preparing your company and choosing the right funding approach to the constant work required once the campaign starts. Updates, emails, AMAs, webinars, community engagement, and keeping momentum alive all become part of the job.We’ll also get into what surprised him, what worked, what didn’t, the negatives developers should be prepared for, and the things he wishes more studio founders understood before starting a raise.If you’re thinking about raising money for your game or studio, this is a chance to hear from someone who just went through it.Follow Rob Carroll and Roll Craft:LinkedIn: https://www.linkedin.com/in/rcarroll23/Facebook: https://www.facebook.com/rollcraft.gamesInstagram: https://www.instagram.com/rollcraft_adventure/#IndieGameBusiness #GameFunding #IndieDev #GameBusiness #RollCraft
Join Raven Law for “Learning by Landmines: Pitfalls & Strategies for Publishing”
Join Michael Brown for “Nobody Owes Your Game Attention – Why Good Games Still Fail” A great game isn’t enough if no one knows it exists. Michael explores why quality alone doesn’t guarantee success, covering market fit, positioning, launch timing, and store page conversion. Learn why building demand before release is essential and how thoughtful planning can give your game a better chance of standing out in a crowded marketplace.Live September 30th, 12pm - 1pm Eastern | YouTube - Twitch - LinkedIn#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
Join Larry Kuperman and Grover Wimberly IV for “Your Game Needs to Be Everywhere: Distribution Channels” Releasing on a single storefront is no longer the right strategy for many games. Larry and Grover explore how developers can approach today's expanding distribution landscape, from Steam, Epic, and GOG to consoles and handheld platforms. Learn how to evaluate your options, manage the added complexity of multi-platform releases, and build a distribution strategy that reaches more players without overwhelming your team.Live September 30th, 1pm - 2pm Eastern | YouTube - Twitch - LinkedIn#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry