Mr #PitchYaGame (@LiamTwose) header
Mr #PitchYaGame (@LiamTwose) profile picture

#PitchYaGame Creator @pitchYaGame / Work @ Video Games Industry / Producer @LoneSpartanEnt / Views my own!

United Kingdom
Joined February 2012
Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)Photo by Mr #PitchYaGame (@LiamTwose)
15 days till #PitchYaGame. This is also pretty cool. A map of subscribers to our Substack from across the world. 41 states across 93 countries. 🥹 PitchYaGame.substack.com 📨
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Will never forget mate, how instrumental you were in changing my life, alongside the success of #PitchYaGame. Life after my breakdown could have been so different. I am, and will be, forever grateful. Thank you Ash; Legend. 🫡 wishing you the best for the future.
Ash here with the news today is my last day at SMG. After 25 years and 54% of my life I'm handing over the reigns of Studio Head to Mark who's been with me for the last 18 of those. Expect a drop in random tweets as Mark and the rest of the team are cooking on some exciting stuff. The team & studio have never been in a stronger position and it was the perfect time to head off into the sunset. Having started out making Flash games in 1998 I couldn't ask for a better final game to finish my career on than LEGO Party! Thanks to all our players, our publishers and industry friends who have made the transition from digital agency to game studio such a creativly fulfilling experience 🧡
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#GameDev personified. 😶
Is there a support group for this kind of behaviour? 😩
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Mr #PitchYaGame retweeted
I’ve decided to give promoting our work another shot! We’re a small independent animation team, and this is Clip 1 from our original CG animated short film God’s Game, which we’ve spent two years creating. #VFX #CGI
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So basically "Quantity not quality." 😒
"I'm aiming for 100,000 pieces of content a day by next year." This is what it takes to win in content fellas. Time to 10x volume. nitter.gq/garyvee/status/2115262…
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All eyes on GTA VI People buying consoles just for it Wallets on lockdown Everyone talking about it Everyone streaming it Everyone & their dog covering it Everyone reviewing it Top spots. Ads. Social media drowning in it. Sorry, but its mainstream.
EXCLUSIVE: The fear of competing with GTA VI is overblown, says Circana’s Mat Piscatella, arguing that publishers are overlooking audiences who want to play something else. With studios shifting releases away from @RockstarGames’ blockbuster, Piscatella says there is still room for games targeting different tastes and platforms. Cozy games, life sims and first-person shooters can all find audiences, while Nintendo Switch players represent another market GTA VI won’t serve.  Circana’s September sales data showed a broad mix of games performing well, reinforcing that gaming audiences don’t all want the same thing. @rachelkaser spoke with Piscatella, Circana’s director of video games, about the GTA VI release window, consumer spending and why publishers shouldn’t be so afraid to compete. “The fear of many teams to put their game in the same window as GTA is completely overblown,” Piscatella said. Read the full interview at @GamesBeat: gamesbeat.com/circanas-mat-p… #Gaming #GameIndustry #GTA6 #VideoGames
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Mr #PitchYaGame retweeted
Playable Archive is now live for FREE on Steam just in time for Halloween! I hope you have fun! store.steampowered.com/app/5…
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And this is why you shouldn't live stream when out in public. 😶
Random viewer brought lollipops to the streamer after she dropped her lollipop
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Yup. This stings. Especially after 6yrs of PYG being a voice & platform for indies. Again. I repeat, unless you're absolutely certain you cant/wont be cloned, or you're already well established, do NOT #PitchYaGame on November 6th. Landscape is changing, and not for the better.
Indie game devs are told to build communities before launch, but doing so risks exposing their games to AI clones. Even after release, they risk being copied before they can profit. We were told Ai will help the small guy... Instead it's hurting them too.
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To survive and thrive through the plethora of changes over the last 6 years on TwitterX, only to get one-shot 360 no scoped at the last hurdle. 😒
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Reality: Know what you're signing up for! You can either; a) Publish on Steam w/o a publisher = less %. b) Publish on Steam w/ a publisher = even less %. OR.. c) publish off Steam NOR have a publisher = 100%(-taxes). Reality: You're more likely to end up with 100% of nothing.
Brutal reality of making 500K on Steam as a game dev
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Don't make it easier, or give more reasons for people to WANT to refund it.
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Pricing matters too. Remember: lower the price, the more volume you'll need to shift, esp. if you want to ever break even. Again run the numbers. Find the sweet spot that both benefits the player but doesn't undervalue your effort / needs. See also: nitter.gq/CH71ST0/status/2114909…
If you don't like steam's 30% commission, you can just add 42.8% onto your sale price and now it's no longer a problem. You want to get $5 for each sale? $5 sale * 0.7 (30%) = $3.50 (nope) Or, with 42.8% that becomes $7.14 sale * 0.7 (30%) = $5 net revenue after platform fees
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