Re:Building an AI game studio: what we've learned so far
by jaggederest on Tuesday May 21, 2024 @03:06PM
(#40432497)
You give them money. It's not a very heavy lift except for the wallet.
Re:Building an AI game studio: what we've learned so far
by Retric on Tuesday May 21, 2024 @03:33PM
(#40432792)
Popular streamers don’t accept every offer to demo a game.
Re:Building an AI game studio: what we've learned so far
by jaggederest on Tuesday May 21, 2024 @06:18PM
(#40434741)
True, but it also depends how many zeroes are in the amount. You have to find streamers interested in your genre, for sure.
Re:Building an AI game studio: what we've learned so far
by johnnyanmac on Tuesday May 21, 2024 @08:24PM
(#40435972)
do you know how much it costs to even get a small but recognizable streamer to stream your game?
Remember, Microsoft gave Ninja a $55m contract to stream on the now dead Mixer. And ofc Ninja mostly streams the most mainstream of mainstream games anyway. These top streamers are way more expensive than any ad program to just approach and inquire to.
anyways, to answer my rhetorical question: I hear the rule of thumb is either $0.10-0.20 per video view, or $1 per concurrent view as a starting point. you can use that to guestimate whoever you had in mind when you were thinking of paying a streamer.
Re:Building an AI game studio: what we've learned so far
by foliovision on Tuesday May 21, 2024 @05:49PM
(#40434480)
One doesn't start with the marketing. One starts with the great game. This is the one of the biggest issue now in culture – one is taught to promote one's awful films, music novels, games, paintings. Instead the creators should teach themselves how to make great, or at least good, art first.
Then the division of labour was to find the editor or the producer to take your work to the next level.
Just is doing a lot of heavy lifting here.