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The Players You Didn't Plan For: How Jackbox Games has Adjusted to Life During Quarantine

Mike Bilder  (CEO, Jackbox Games)

Brooke Hofer  (Marketing Director, Jackbox Games)

Date: Tuesday, August 4

Time: 4:00pm - 4:30pm

Pass Type: Conference Pass - Get your pass now!

Topic: Production & Team Management, Business & Marketing

Format: Session

Vault Recording: Video

When Jackbox Games first made Fibbage in 2014, we didn’t anticipate how streamers would dramatically affect the way we make games. When COVID-19 sparked a worldwide quarantine, we didn’t anticipate our games would become such a popular way for people to connect with each other, or that parents would want to use our games to homeschool children. Whether it’s changing trends or a global pandemic, identifying new audiences has helped our company grow. We’ll discuss how Jackbox Games has embraced these new audiences and dealt with unexpected challenges while still working to finish production on The Jackbox Party Pack 7 remotely.

Takeaway

It's important to think of the player you want to attract when you're developing a game but it's equally important to expect the unexpected. As a studio, it's best to create a culture where you're not so laser-focused on your initial target audience that you miss opportunities with new customers that could lead to exponential growth.

Attendees will learn some history of Jackbox Games and its development methods, some of Jackbox’s failures and successes and learn how we’ve responded, our evolving production methods and market strategies.

Intended Audience

Anyone interested in the intersection between game design and customer acquisition, the challenges and learnings via failure and success of an indie developer, as well as marketing, production and business.