Amiga Flame - Game Developers - How To Approach A Publisher

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How To Approach A Publisher
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This page is devoted to all the games developers out there who would like to get their game published.

Of course you will have to send details of the game, information on yourself, a demo or screenshots. But what is the publisher looking for in these details and what does he look for in a demo or screenshots. With the help of Paul Carrington at Vulcan Software I am now able to answer these questions.

The first piece of information needed is how the publisher can contact you. Include your Personal name, Company name or development team name, a postal address, telephone number, fax number and E-mail address if any.

How you need to include details about the game and these follow below:

  • Working Title of Game
  • Genre (eg Strategy, Shoot'em up, Adventure)
  • What machines it will work on? (eg All or AGA)
  • How much minimum memory does it require? (break this down to Chip and Ram)
  • Will it run from floppy?
  • Is it hard drive Installable?
  • Are there auto detection routines for allowing better graphics, sounds etc. if more memory is present or support for graphic cards etc.
  • How many disks do they envisage the title will end up on?(Approximately)
  • What control methods are needed (eg Mouse, Joystick, Joypad, Analogue, Adapters)
  • What is the expected completion date?

Then you must make up the main selling point of the game but it is best to keep this sentence to about one line. Below is three examples of good selling points. The publisher will want a game that is either original or an old genre that offers something new to the games player. Notice the word but in each sentence below this makes each of these games a must to be developed as they contain something the user will want to play and not just another same game.

  • It's a normal scrolling shoot'em up but we have 24 layer of parallax scrolling and the biggest sprites anyone has seen.
  • It's an adventure game but there are 1,000 separate animation's to create the most realistic character we have seen.
  • It's a 3D environment game but it has the fastest engine for 1x1 full screen resolutions.

With all this information the publisher now has the chance to calculate if it is a good product to have in regards to maximum sales. Seeing the screenshots or demos shows the assets and knowing the time expectations and parts needed for the complete product can quickly establish what response is needed and how best to purse the communication with regards to publishing. Remember to make sure that any demos you sent work, it is best that you test them thoughly and make sure they show the game to its best and don't make it hard for them to play.

You just have to wait until the publisher gets in contact with you.






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