In November of last year, we launched Owlboy to some insane reviews, and having just crossed 100.000 sales, we've started to pick up our promotion efforts around the world! Starting with a journey across the States!
And phew, that was SOME journey! We showed off Owlboy at DICE, GDC and SXSW, where it won the Gamer's Voice Award! Using our merch-girl's tiny Kia Sportage, we've been on the road for 2 months!
BUT, WHY are we spending this much time on the road? Why would any dev spend their precious time doing promo-tours, in this age of connectivity? Promoting your game is as easy as posting about it on Twitter right?
In this post, I'm going to touch on why we've become addicted to travel, how it has impacted Owlboy's development, and try and figure out if it's been a worthy investment on our part. I'll share numbers, costs and tips on how to fund your travel.
Let's go back to the beginning. One major reason why we started journeying across the sea was simple - Back home, NOBODY cared about our game. We first started showing Owlboy around in 2008 (even before I joined the team in 2009).
American press picked up on it immediately, while in Norway - the game would remain unknown until our debut in Norwegian newspapers back in 2011. We immediately realized Owlboy's international potential once it got nominated for the IGF in San Francisco. We've been traveling to San Francisco annually since then.
Having convention goers, developers and press show genuine interest in the game made us believe in ourselves. Not only were we able to promote it, but we felt like people were listening to us, seemingly understanding what our game and team was all about. I immidiatly set out to discover more venues!
Since getting nominated to IGF, I've been actively seeking out conferences to attend. Below is a list of some of the events and festivals where we displayed Owlboy:
GDC (San Francisco, nominated for IGF 2010, annually attendance ever since)
Fantastic Fest (Austin, Texas, 2011)
PAX 10 (Pax Prime 2013, Seattle)
PAX Rising (Pax Prime 2016, Seattle)
SXSW (2013, Austin Texas)
SXSW Indie Corner (2017, Owlboy won the Gamer's Voice Award)
E3 (Los Angeles, 2012)
Minecon (Indie Area, London, 2013)
SpillExpo (Lillestrom, Norway, annually since 2013)
Raptus (Comic Festival, Norway, Bergen)
Nordic Game (Malmo, annually since 2011, Sweden)
Giga Con (2014, Stand Indie)
Norwegian Game Awards (Owlboy won GOTY, Award Ceremony)
SpillPrisen (Owlboy won 3 prizes, Award Ceremony)
Gullstikka (Savant - Ascent won GOTY, Award Ceremony)
(Recently I discovered PromoterApp, a calendar for any important deadlines or events that might interest budding developers!)
I got so addicted to showing our games off, I started arranging my own indie booth in Norway to help spread some love for our neighboring devs, and give them the same shots we had. We called it Stand Indie.
Stand Indie at SpillExpo 2012. It became a major success, and indies has been a part of SpillExpo ever since.
Later years, I've been too busy with development to help out, but now that Owlboy is released, I aim to get back in the game, starting with a roadtrip through Norway!
But none of our travel had been possible without friends. Meeting new developers, and talking to them or adding them on social media helps you stay in the loop for whenever new events are happening. I would have missed half the events we ended up going to, hadn't it been for reminders from fellow devs.
Below is a list of dev groups I recommend following (I'll keep this list updated as I find more):
Indie Game Devs on Facebook
Indie Game Promo on Facebook
Follow #GameDev on Twitter
It's hard to tell what we've gained from traveling around - especially in the form of exposure and sales. One thing I know however, it's helped boost our working morale something fierce! There's something about seeing players experience your game first-hand, and getting real-life feedback.
Each time we've come home from manning a booth, we've returned with notebooks full of useful tidbits. Heck, we added an entire new dungeon based on feedback from IGF players, whom had struggled with the controls.
Travel is never cheap, but we've found ways to help us save some coin. For GDC, we've always made sure to book hotels in the neighboring town of Oakland, and commute to San Francisco.
One other great tip is to get your trip funded. Whenever we went to GDC forexample, we've always tried to be part of a presentation or panel, so that our lodgings got taken care of. It also helps to be prepped way ahead of schedule. Start looking for events today, and you're bound to find some that'll fit in your schedule.
Simon's talk at GDC - The Motivational Power Of Inspiration.
My own country, Norway, also has a brilliant travel fund for students and industry professionals, to which I always apply. Keep your eyes and ears open for opportunities that present themselves, and never think: "No way we'll get nominated/funded/selected".
I think most countries has some kind of funding instances. I'm more than happy to create a list of funds in different countries so feel free to tweet them at me.
Now let's look at real costs for a moment. A typical journey costs us about:
Flight | $500 per person, one way | $1.000 Total. |
Food |