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2 015
💸 The cheapest asset can be the most expensive one.
You find a cheap pack and think: great, money saved.
Then you spend the evening:
- ❌ fixing materials
- ❌ rebuilding collisions
- ❌ adjusting scale
- ❌ replacing half the pack anyway
The asset cost €5.
The cleanup cost you 3 hours.
🎯 Better rule:
Don’t compare price. Compare total cost: money + time + fixing.
Sometimes paying for ready-to-use resources is cheaper than spending your limited dev time rebuilding everything yourself.
🎁 New users get 30% off the first month
✅ Get access to 15,000+ assets from €9/month
2 015
🧾 Small game dev purchases are sneaky.
€12 plugin.
€8 UI pack.
€20 environment.
€15 sound pack.
None of them feels expensive.
But do that repeatedly and suddenly you’ve spent far more than you remember.
✅ Quick fix:
Create one simple line in your project sheet:
TOTAL SPENT: €___
Update it every time you buy something.
That tiny number changes how you make buying decisions.
🎯 If you don’t track small costs, they stop feeling like costs.
2 015
🧰 You don’t need to solve every problem alone
Stuck on UI?
Need a character controller?
Missing sounds?
Looking for shaders, animations, icons, environments, or templates?
Before building it from scratch, check if someone has already solved the boring part.
✅ Save your custom work for what makes your game unique.
Use existing resources for everything that simply needs to work.
That can mean:
- assets
- plugins
- templates
- open-source projects
- tools
- useful dev communities
📌 If you want help finding the right assets and resources for your game without spending hours searching
join here
2 015
⏱️ Common mistake: working without a finish line
“Work on combat” is not a task.
Neither is:
- improve UI
- make level better
- polish enemies
- work on Steam page
Those tasks can eat an entire week because they have no clear end.
✅ Make tasks finishable:
Instead of:
“Improve combat”
Write:
“Add hit sound to 3 weapons”
Instead of:
“Polish tutorial”
Write:
“Fix the 2 places where testers get stuck”
🎯 Rule to remember:
If you can’t clearly say when a task is finished, it’s probably too big.
2 015
🧪 Your demo is not a smaller version of your game
Its job is simpler:
prove that the game is worth playing.
Before publishing, give the build to someone who hasn’t seen it before.
Watch for 3 things:
- where they get stuck
- where they get bored
- whether they reach your best mechanic
⚠️ Don’t explain anything while they play.
If you have to explain it, the demo isn’t doing its job.
Steam’s own build review won’t catch most bugs or design problems — that QA is still on you.
✅ Quick fix:
Fix blockers first.
Not every animation.
Not every missing prop.
Not every tiny bug.
🎯 Rule to remember:
Polish the path to your hook before polishing everything else.
2 015
🚀 A release date is not a launch plan.
If your plan is:
“Finish the game, upload it, then start marketing”
…you are asking the launch day to do all the work.
A simple launch plan needs visible milestones:
✅ store page
✅ screenshots
✅ short gameplay clips
✅ trailer
✅ regular progress posts
You don’t need everything today.
But you should always know which marketing asset comes next.
🎯 Rule to remember:
Build your launch materials alongside the game — not after it.
Ready environments, characters, props and VFX can help you reach cleaner screenshots and teaser clips without creating every visual from scratch.
🎁 Get 30% off the first year NOW
✅ Get ready assets and create your store visuals faster
2 015
⏱️ 1-minute launch drill
Open your current build and ask:
What could I show from this game today?
Choose only one:
* one clear screenshot
* one 10-second gameplay clip
* one mechanic GIF
* one before/after comparison
If you cannot show anything yet, don’t build a full trailer.
Build one small moment worth sharing.
🎯 Marketing becomes easier when you collect proof of progress while developing — instead of trying to create everything at the end.
2 015
📄 Don’t sign what you don’t understand
Before signing a publishing deal, check:
- recoupment
- deductible expenses
- IP ownership
- sequel and DLC rights
- marketing obligations
- payment reports
- termination conditions
You don’t need to become a lawyer.
But you do need to know which questions to bring to one.
📌 Need help finding useful contract checklists, asset-license guides, templates, or other resources for your game?
Join here
2 015
💼 A publisher is not a rescue plan
A publisher can bring:
- funding
- marketing
- localization
- console ports
- platform contacts
But none of that is automatic.
Before signing, ask:
- What exactly will they deliver?
- Which expenses are recouped first?
- How is “net revenue” calculated?
- Who owns the IP?
- What happens if they stop marketing the game?
- Can you recover the publishing rights?
⚠️ Common mistake:
Developers focus on the revenue split and ignore everything deducted before that split begins.
A “good percentage” can become a bad deal if costs, rights, and obligations are unclear.
🎯 Rule to remember:
Don’t ask only what the publisher takes.
Ask what the publisher is contractually required to give.
2 015
⚠️ Myth: your game must be perfect before release
Trying to match AAA quality usually creates one result:
the game never ships.
Your first release does not need:
- every planned feature
- endless content
- perfect animations
- support for every platform
- months of invisible polishing
It needs:
- a working core loop
- stable performance
- clear controls
- enough content to prove the idea
- no problems that destroy trust
✅ Quick fix:
Split every remaining task into 3 groups:
- Must fix — blocks play or ruins the experience
- Can wait — useful, but not essential
- Cut — costs time without strengthening the core
🎯 Rule to remember:
A smaller released game can earn money, feedback, and experience.
A perfect unfinished game earns nothing.
2 015
⚡️ You may not have a motivation problem.
You may have a starting friction problem.
You open the project and immediately need to:
❌ find the right prop
❌ replace a placeholder
❌ search for UI
❌ fix missing materials
❌ remember what you were doing
Twenty minutes later, the work session is already dead.
Try this:
Before stopping today, prepare the first task for tomorrow.
Leave the right scene open.
Write one clear next action.
Collect anything that task needs.
The easier it is to start, the less motivation you need.
GameDev Platform helps remove one major source of friction: wasting the beginning of a session searching for assets.
🎁 Get 30% off the first year NOW
✅ Spend less time searching and start building faster
2 015
🧠 Myth: You need motivation to work on your game.
Reality: Motivation often appears after you begin.
The problem is that “work on the game” feels too large.
So reduce the entry point.
Instead of:
❌ improve combat
Write:
✅ add one hit sound
✅ test enemy knockback
✅ fix one attack animation
Then work for only 10 minutes.
You are allowed to stop after that.
Most of the time, starting is the hardest part — not continuing.
🎯 Make the first step smaller than your resistance.
2 015
🧰 Don’t collect resources you’ll never use
More stores, tools, plugins, and asset libraries do not automatically make development easier.
Before adding a new resource, ask:
- does it save production time?
- does it improve the final result?
- does it solve a problem I have right now?
If the answer is no, skip it.
🎯 Rule to remember:
The best resource is not the biggest library.
It’s the one that removes your current bottleneck.
📌 If you want help finding asset packs, plugins, templates, or useful libraries that actually fit your game
join here
2 015
🛒 Steam, Epic, or itch io? Choose by goal
Different stores solve different problems.
Steam
Use it for a full PC launch setup:
store page, wishlists, festivals, community features, and built-in analytics.
Epic Games Store
Worth considering when revenue share matters.
Developers currently keep 100% of the first $1M in annual net revenue per product, then 88%.
itch.io
Useful for prototypes, game jams, early builds, and limited playtests.
Creators can choose how much revenue share goes to itch.io.
⚠️ Common mistake:
Choosing a store only by its revenue cut.
🎯 Rule to remember:
A better percentage means little if the store does not fit your audience or launch plan.
2 015
📊 Stop guessing where your players come from
If you share the same Steam link everywhere, you learn almost nothing.
Create a separate UTM link for each source:
- YouTube
- Reddit
- X
- Discord
- newsletters
Steam can then show which links brought visits, wishlists, and purchases.
✅ Do this today:
- create 3 tracked links
- use each link in one specific place
- compare the results
- stop investing time in sources that bring clicks but no action
🎯 Rule to remember:
Traffic shows who clicked.
Conversions show what actually worked.
2 015
🧰 Your Steam page needs the right assets — not more assets
Before adding decorative art, make sure you have:
- a capsule that stays readable at small size
- screenshots that show the real gameplay
- a trailer that reveals the core loop quickly
- consistent fonts, colours, and visual language
You don’t need to create everything from scratch.
Capsule templates, trailer presets, fonts, icons, backgrounds, and promotional packs can save days of work.
Use that saved time to improve the game and test the page.
📌 If you want help finding assets and resources that actually fit your project
join here
2 015
📉 Myth: wishlists predict your launch sales
10,000 wishlists do not equal a predictable number of sales.
Wishlists are useful:
players may receive notifications when your game releases, launches a demo, or gets a qualifying discount.
But wishlist quality varies enormously.
Someone who played your demo and loved it is not the same as someone who clicked after seeing one viral post.
✅ Use wishlists to measure interest — not guaranteed revenue.
A better question is:
Which trailer, festival, creator, or post brought people who genuinely care about the game?
Use separate UTM links for each campaign and compare the results.
🎯 Rule to remember:
Wishlist count shows attention.
It does not promise sales.
