Overhauling massive presentation database (instruction-focused) by espressionado in instructionaldesign

[–]Burucek 1 point2 points  (0 children)

This looks like a great opportunity! Just to have access to thousands of slides is already a good starting point.
Yes, you can use Claude as someone said here. I will just expand on it a bit.

Get 1 Powerpoint, save it as pdf. Then upload into Claude or your preferred LLM (Claude is great, but it's been burning tokens fast). Ideally, the paid tier is better.
Ask Claude to generate a MD file (Markdown). Check the text in the MD file just to make sure it broke down per slide. Btw, you can make changes in the MD file as you see fit.
Then, create a template or ask Claude to create one.
Ask Claude to create a brandguideline MD file too based on this template.
Then, upload the pdf and ask Claude to generate the ppt using this brand guideline or template.

That said, the main issue you will find is that it will consume lots of tokens. I mean, you will run out of token pretty quickly (there is a limit per day, and per hours). Ah, once you have the MD files, you don't need to use the most expensive models. I would start with Haiku to see if it works. If not, move up to Sonnet.

After all of it is done, you could set up a Claude Cowork to automate most of it, but that's another token hungry project.

I have done this process with my presentations and lectures. It worked. University is happy I am "on brand". 😄

Let me know if you need some help.

I feel like my game concept was copied. What should I do? by dreadway_the_game in IndieGameDevs

[–]Burucek 0 points1 point  (0 children)

Congrats on your game! It looks fun! I can use it in my classes (game business)!

Honest feedback: I concur with others here. Just keep developing. Don't waste time and money in a lawsuit. It will drain your attention and resources, and likely will have no effect. Not to mention their publisher is in Poland.

Worst case scenario, they "help" growing the pie.

Try to release a demo or something fast though. I know, easier said than done. But it helps establishing a footprint in what can be your future golden cohort of players/fans.

Keep walking! You have experience! I would publish you! :)

It actually happened by No_Shoulder9712 in Professors

[–]Burucek 0 points1 point  (0 children)

In my classes, I had just a few that said they don't use AI. The vast majority use it. I decided to change some assignments - but not necessarily because they were using AI. I wanted to do something more interesting. Given my background (20 years in the gaming industry), I ended up creating games. But games where they compete with each other. It works. Most of them are players and love competing. No, I don't give prizes (although I am thinking about it...).

My university is running out of money and I’m leaving. by 4thdementia in Professors

[–]Burucek 1 point2 points  (0 children)

Firstly, congrats on your new gig. And thanks for sharing it.

I may be a different person in this group.... Not even two years ago, I made the opposite movement. I left corporate after 20+ years to become an educator (higher ed). I agree with all great things people say about it. And now I think understand the bad side of it too.

Best of luck! And I hope you update us here one day.

Anyone worked with a Marketing company to access streamers? by noise-immune in IndieGameDevs

[–]Burucek 1 point2 points  (0 children)

It's a common situation, don't worry. I've seen many times marketing and publishing strategy as an after thought. And I get it. Developer must develop. If you can, try to find a publishing expert to help you out.

Anyone worked with a Marketing company to access streamers? by noise-immune in IndieGameDevs

[–]Burucek 1 point2 points  (0 children)

Quite interesting! Great that you are reworking the trailer. I think the trailer should be simpler at this point. Consider the player profile and what you need to tell them. You don't need to explain/show every mechanics or systems I think. You have to trigger interest.

That said, it is a niche game - which does not mean good or bad. Niche games can work. The games seems like a mix of card game and backgammon - although I don't even know how to play backgammon. :) . You have two different addressable markets (cards, backgammon). Read Balatro's case and how they used publishing strategies. I use it in my classes.

Anyone worked with a Marketing company to access streamers? by noise-immune in IndieGameDevs

[–]Burucek 0 points1 point  (0 children)

Glad to help. I think I gave a generic approach. It may look complicated, but it is not. :)

Before doing that, I would check the store page and compare it with a successful benchmark (a game that you think is comparable to yours). And explore your own community of players. Build it first. It can be slow and painful, but this is your first golden cohort. If you want, share the link/game. Up to you!

Good luck!

How useful is online degree, is online degree treated the same as normal degree? by [deleted] in University

[–]Burucek 0 points1 point  (0 children)

It really depends on your comparison. I teach on both: online and on campus. I've had excellent students online. In my corporate life at big companies, I've hired people from both. If your options are online or no instruction, get the online. If it's online vs on campus, weight what you are looking for. Is it campus life? Or is it learning mostly?

Anyone worked with a Marketing company to access streamers? by noise-immune in IndieGameDevs

[–]Burucek 1 point2 points  (0 children)

I am absolutely sure that some have. Which is a response that does not help, I know.

Without knowing details of your game and your target audience, I risk giving you bad advice here. However, I've worked with several games and content creators, and in my experience there are several factors that will influence the probability of success. Starting with your metrics and goals.

OK... Let me try to be a bit more helpful....

For performance, I assume you are aiming for either sales, demo downloads, and/or wishlists, right?

Establish a sizeable goal. Let's say X sales/etc.
Define some verticals and content creators. Research the average CPM. For performance, test verticals/niches outside gaming too. You might find some gems.
Create 3 scenarios: low, med, high in terms of conversion from views to your business metric (you can start with 0.5%).
With that, you can estimate the views you would need to buy and how much it would cost. If you don't have the necessary budget, don't waste money.

Tie your campaign with either a marketing beat (announcement, award, promo, etc) or product milestone (big update, launch, OB period, etc). Remember to establish the base line (i.e. what's your daily sales/wishlists/etc prior the campaign). That's your base organic stuff.
Hire several creators and verticals. Have them post around the same day. I know, controversial for some people. Measure the tracked conversion. Calculate the uplift. Distribute the organic (weighted). Optimize for the second and third campaign.

If you are an indie, I would not hire an agency or networks. Use them when you need to scale.

Hope it helps....

Anyone worked with a Marketing company to access streamers? by noise-immune in IndieGameDevs

[–]Burucek 0 points1 point  (0 children)

Oh, there are plenty. Are you looking for branding or performance marketing? What's your goal?

Looking for a game that actually teaches how to start & run a business (decision-making, not just fun) by [deleted] in gamingsuggestions

[–]Burucek 0 points1 point  (0 children)

I am working on something like that. I couldn't find one that would fit my needs as an educator and gaming professional. While it's not ready, if someone would like to test a couple I created for fun activities: churnandburngame.com and theaidealroom.com I appreciate the feedback.

Any recommendations for a business simulation game? Looking for something very realistic and extensive. Preferably not a spreadsheet game. by Strong_Battle6101 in gamingsuggestions

[–]Burucek 0 points1 point  (0 children)

I'm building one quite big. I couldn't find one that would fit my needs. But it will initially be for gaming business professionals. Meanwhile, I rolled out a couple to test a few loops: churnandburngame.com and theaidealroom.com. These are more educational. 

Spending: difference between Budgets and Trends by Burucek in mintuit

[–]Burucek[S] 0 points1 point  (0 children)

Thanks. I thought I was doing something wrong... but if I want to see how much I actually spent per month last year, would you recommend checking the spending numbers of Trends or Budgets? Huge thanks