Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Lucy Morris (Studio & Creative Director, Starcolt)
Pass Type: All Access Pass, Summits Pass, Independent Games Summit Pass
Topic: Independent Games
Vault Recording: TBD
Audience Level: I acknowledge GDC 2021 is an all-digital event and commit to participating virtually.
"Wow, it's so close! You must be so excited." After a long production cycle, you're ready to hit 'launch' on your game - but what comes after that? What does it mean to release a game as an independent developer in today's climate, and how can we make this process more positive?
This session explores the difficulty of releasing a game emotionally, the feedback and constructive criticisms that surround our development cycles, how we can improve those to work towards smoother releases, and how to manage the tough post-launch trough of cyclical negativity. We'll also touch on the expectations put on developers around release, how realistic those are, and how to keep you and your team protected during that phase of your development cycle.
Attendees will take away strategies on giving and receiving better constructive criticism to their peers - an important tool that is super valuable to us in early development; information on what to expect practically and emotionally on launch, as well as how to proceed in the difficult post-launch period.
Independent game developers, whether you've released one game or released ten! No prerequisite knowledge is required - this talk will be valuable for anyone looking to make a commercial release.