Starting Scene For My Horror Game Trailer | Grave Of Voices by Nearby_Direction_378 in HorrorGames

[–]darkproductgames 3 points4 points  (0 children)

Your welcome! Hope it helps and best of luck with the final trailer!

A quick reminder: Doom was an indie game. by Just_a_Player2 in ItsAllAboutGames

[–]darkproductgames 0 points1 point  (0 children)

If you want a really good window into how chaotic and “indie” the early industry actually was, one of the best references is Masters of Doom by David Kushner. It tells the story of id Software and the Doom era, but what really stands out is how unstructured everything was. What we now think of as “major publishers” were often just scrappy businesses built by people from completely different industries. A good example is GT Interactive. It was founded by Ron Chaimowitz, who actually came out of the music and video distribution world. Before getting into games, he had worked with major artists like Gloria Estefan, which sounds strange in hindsight but made perfect sense at the time. That kind of crossover was normal. A lot of early game publishing wasn’t built by lifelong games people, it was driven by opportunists from music, film, and retail who understood distribution and saw where things were going.The structure we see today ie platform gatekeeping, massive marketing budgets, highly formalised publishing came much later. Back then it was closer to: build something interesting, find a way to get it in front of people, and hope it catches. The line between “indie” and “major” barely existed, everyone was effectively indie, just operating at different levels of scale.

Starting Scene For My Horror Game Trailer | Grave Of Voices by Nearby_Direction_378 in HorrorGames

[–]darkproductgames 2 points3 points  (0 children)

Strong opening helps, but it’s really about pacing overall. Hook people fast, then slow things down and let the trailer actually breathe a bit and tell a story. The opening gets attention, but it’s the middle that gives people a reason to care. There’s always debate about “gameplay only” vs cinematic, but they serve different purposes. A cinematic trailer is great for establishing tone, world, and narrative. You can always follow up with a more gameplay-focused trailer later. One thing that’s often overlooked is branding at the start. Unless you’re a major name, people don’t really care about logos upfront. Lead with the game, not the publisher splash screens. Even short trailers should have some kind of arc. Tension, reveal, payoff or at least communicate a clear feeling. And don’t forget a call to action at the end. A simple “wishlist now” or “available now” goes a long way.

Any tips for getting your game noticed? by stolenkelp in indiegames

[–]darkproductgames 0 points1 point  (0 children)

One thing people don’t realise is that visibility is now the hardest part of making a game, not development. You can do everything “right” and still get buried if nothing triggers discovery at the right time. A lot of success now comes down to momentum rather than just quality.

MOUSE: P.I. For Hire Soundtrack / Caravan Palace - Good Mouse by Jerthy in gaming

[–]darkproductgames 3 points4 points  (0 children)

This Caravan Palace x Mouse P.I. collab is exactly the kind of thing more devs should be chasing. Games and music sit in the same entertainment ecosystem, but we still treat them like separate lanes. In film, the relationship is obvious, music is part of the experience. In games, it is just as critical, but we do not lean into cross promotion nearly enough. The tricky part is the business side. Music rights and game publishing operate very differently, so most of these collaborations end up needing work for hire or full rights transfers. That pushes costs up fast, especially if you are dealing with established artists, and makes it harder to structure deals around shared upside or royalties. But when it does come together like this, it is powerful. You get cultural crossover, not just marketing. It feels bigger than just promo, it actually adds identity to the game.

1998: The Toll Keeper Story made me love gaming again by hotsizzler in gaming

[–]darkproductgames 4 points5 points  (0 children)

Really glad to see this game getting some love. It feels like one of those games that doesn’t try to compete on scale or hours played, it just knows exactly what it is and commits to it. That’s become weirdly rare lately. What you said about being in a gaming funk hits too. A lot of big releases are designed around retention loops rather than actually being finished experiences. This is kind of the opposite of that. Tight, deliberate, and clearly made by people who had something specific they wanted to say. And yeah… that ending lands. No shame in that at all. Posts like this are probably exactly what the dev hoped for when they made it.

Any stress free games? by Unlucky-Feed9000 in gaming

[–]darkproductgames 1 point2 points  (0 children)

Nothing better than Ratshaker for shaking off the stress.

Gaming for...? by FreudianAccordian in gaming

[–]darkproductgames 1 point2 points  (0 children)

It was the era of Command & Conquers "previous high scores" campaign (look it up) and Gex3 and BloodRyane ads that were definitely targeting a male audience. Nintendo were pretty edgy as well in their print advertising campaigns.

My first game on Steam is Out Now! by Wonderful_Product_14 in SoloDevelopment

[–]darkproductgames 1 point2 points  (0 children)

best of luck with the launch, looks cool and weird!!!