作者:Oleg Pridiuk



我效力於知名遊戲開發公司King,我們公司在去年GDC上發佈了Defold引擎(免費出售)而震驚了世界。我們同時也聲稱將提供給獨立開發者流量並幫助他們進行軟發行與硬發行。我們公司的首席技術官Thomas Hartwig也聲稱King的遊戲作品能夠幫助獨立開發者進行有效的交叉推廣。



defold world tour(from gamasutra)

defold world tour(from gamasutra)













市場營銷引擎功能和其它技術能夠推動Reddit或Hacker News的網站流量以及討論,但卻不能幫助團隊創造出更優秀的遊戲。












我們嘗試着將一些比較沒有經驗的人引向我們的論壇或頻道,如此他們便能夠獲得支持與幫助並能爲下一次的Ludum Dare或遊戲Jam做好準備。

1月份的時候我們嘗試了這一新方法,即面向公衆開放網絡Defold培訓活動:https://defoldlondon.confetti.events。這個在King London辦公室進行的活動將只面向專業開發者。也許我們會因此吸引較少人的關注,但這些開發者卻能在此獲得滿足。




而現在我們開始擴大規模並將目標朝向世界範圍的比賽:http://www.defold.com/competition/。我們正準備將6支團隊帶向在舊金山舉辦的GDC大會。我們已經訂好了酒店和展臺。我們也邀請了像King的製作人,Toucharcade的聯合創始人以及Android Marketplace的經理等人加入陪審團的行列。



In year 2017 publishers will need indies more than indies need publishers

by Oleg Pridiuk

Visiting game conventions I hear more and more often that nowadays publishers need indies more than indies need publishers. And here we go, Gamasutra puts it as a trend of the year. What triggers me to allocate time for this article. See, we have been investing in this trend heavily since last GDC!

We’ve spent the last 40 weeks working with talented indies globally. The goal was to find good teams who shared our vision and were willing to use our technology. We needed to make sure their games had potential and we could potentially help them make better games.

I may address the “why?!” clause in the comments, if you’re curious, but I want to have a strong focus on the teams in the current blogpost.

I work for King, famous game development company that surprised the world last GDC by releasing Defold, an internal game engine, publicly for free. We also announced we’d be providing indies with traffic and help for soft launch and hard launch. Cross-promo from within King games portfolio incentive have been announced by Thomas Hartwig, King CTO, to help talented indies make the market push.

We might have been somewhat naive expecting our free marketing incentives be efficient to lure in good teams. In fact, it has proven to be tremendously hard to find good indie teams with good games who can also listen to the feedback.

But this is what you know already, what you may not know, is what exactly we tried to assemble a community for a young game engine, what worked and what did not work.

Gamedev events

Did not work

We tried going to game development conferences and game jams – both returned no fruitful results. Like exactly zero. Networking, sponsorships, broadcasting from the scene – this might have a long-term effect, but we felt no immediate benefits of any kind.

Did work well

Direct relations and hands-on support for cherry picked teams. With infinite patience, no hard deadlines and help on their weak spots. I felt like a baby-sitter sometimes, but for multiple reasons indies often cannot focus on one thing, such as their upcoming game.

Game jams and hackathons

Did not work

Offline Game jams were an obvious initial focus for us to detect good devs, and it was a wrong one. Entry barrier to Defold is too high to jump it over and deliver something within two days timeframe. And good docs are not a bottleneck here.

Did work well

Online game jams and competitions worked so nice. People have time to master the engine and deliver something they’re happy with. We suggest teams to join a slack channel for best productivity, so the community grows organically and keeps itself helpful.


Did not work

Marketing engine features and other kinds of technology bullet points did help with website traffic and discussions on Reddit or Hacker News, but did not help with teams doing good games.

Did work well
We invested our marketing budgets into advertising indie games #madewithdefold which resulted in increased community interest and actual deliveries. Developers saw games delivered with the engine and wanted to ship something with Defold as well.

Technology summits

Did not work

Technology summits, game engine roundtables and similar deep-tech activities we did, were of so much fun for participants and of very little interest to game teams. We discussed future and trends on the scene, while developers seemed to care about the current state and immediate choices.

Did work well

I assembled an HTML5 roundtable with a strong tech focus, and it worked much-much better than a generic engine summit. It attracted people interested in HTML5 and ended up in decent networking and mutual interest, as HTML5 is one of key strengths of Defold.


Did not work
We’re getting better at doing trainings for advanced users, but such are very hard to do right. Experienced crowd is willing to master totally different things and gets desynchronized very quickly. Soon into the training everyone is on different stages, can move on at different pace and is unhappy in different ways. And those few who are happy may continue playing with Defold, but still need a team to ship.

Did work well
No deep dive kind of training with a set of example projects good to tackle with at home make people of all kinds of skills stick together and play with stuff, often deliver something fun. We try to route less advanced people to a dedicated slack channel and our forums, so they can get support, help and maybe even a new team member for the next Ludum Dare or Game Jam.

And in January we’re trying our a new approach with opening up an internal Defold training event to public – https://defoldlondon.confetti.events This event at King London office is for professional developers only. We might get less people, but those should be happy.


We went very local to try out the competition approach, learn from doing and have something for the “did not work” paragraph ;) But everything did work well immediately.

We used local communities and trusted them do an online event, prizes logistics and all kinds of local magic they wanted. These are the games delivered from a contest in Russia, for example.

Now we’re scaling up and going ambitious with the global contest – http://www.defold.com/competition/. We’re bringing 6 teams to GDC in San Francisco. We have hotels and booth space booked already. 10’x30’ area at GDC Play will be dedicated to the winning teams along with business meetings and other opportunities pack. We’ve attracted a decent jury panel with King producer, Toucharcade cofounder and Android Marketplace manager looking at the submissions.

Indie developers in a lot of senses are pioneering new kinds of game experiences, mechanics, ideas. Bringing the best independent game developers to GDC in SF is a decent way to help them ship better games. Exactly what Defold is all about.(source:gamasutra