You've made your own video game and are finally able to apply to a few game events and show it off to the world.
Below is a number of tips gathered from 10 years of game event experience in Korea, Japan, and the US, to help make sure your application doesn't get borked because of something dumb.
Congratulations! You've made (or are reasonably close to making) your own video game. It's been a lot of hard work and sacrifice, but now you're finally at a point where you can think about how to get the world to take notice. Applying to indie game festivals and events is a great way to do this as it lets you see first-hand player reactions and gives you the opportunity to meet with publishers and other developers.
When applying, it's important to roughly how the process works, and what may set your game apart—or get it thrown in the Recycle Bin. This process can vary widely across events, but the stages generally follow this flow:
Game/Promo Material Preparation
Application
Initial Review/Sorting
Final Review/Decision Making
Acceptance/Rejection Notification
With hundreds or thousands of other developers competing for limited spots, it's important to make sure that all your ducks are in a row. This post is a collection of tips and best practices that submitters often forget or don't know about. Of course, nothing in this list will guarantee your acceptance—that's ultimately up to the event selection committee—but they should help you not get rejected for something easily preventable.
Your game needs to be in a playable state in your application. Playable means the reviewers can download your game, boot it up, and do something meaningful during their time with it. Sending an just idea for a game, a pitch deck, a video, or a promise to have a game ready by the event usually won't cut it, often because it's too much of a risk to save a spot for something that may not materialize. You can continue to improve you game for the event itself, but the application version needs to work. If you have any doubts, consider making a readme file with known issues, or considering postponing your application.
You don't need to make a specific event build, but reviewers should be able to experience the core game loop and get a good idea of what's happening quickly. Reviewers need to get through a lot of games, so getting to the gameplay quickly is important. Your game may only get 10-15 minutes to shine. Consider putting the option to skip or fast forward any cutscenes, or having a simplified tutorial sequence to let people get to the action as soon as possible. (This also has the bonus of enabling you to get more people through your booth at the event as well.)
Localization is important. Your game should be in English plus the main language of the event, even if there isn't a lot of text in it. Having other regional languages is a bonus, as people often travel for events. If a reviewer can't understand you game, they may not understand it enough to accept it. If you can't afford to localize properly, Google Translate is usually better than nothing, but always run any translations back the other way to see if they actually say what you want them to. Microsoft also makes public localized strings from all of their products including Xbox. The Microsoft Teminology Search is a limited version of their now deprecated and sorely missed Language Portal, but you can still use it to find practical game and UI localized terms.
Speaking of UI, make a menu, with language options and an exit button, and make them easy to access from the title screen. Making a reviewer press Alt-F4 to get back to the desktop is unprofessional, and puts your game in a bad light.
Once you have your event build ready, make sure to update your virus scanner and scan all of your files. The event will likely scan files as well, but just in case, you (hopefully) don't want to be the one that infects everyone else.
Now, all that's left is to package your game up and host it somewhere. Put all of your files into a folder. The folder should include the name of the game and the target operating system. (It's very hard to find things again when every folder is named BuildV_XXX.) When packaging, don't use proprietary software like 7zip or WinRar. Though widely available, you can't assume that everyone has them already installed. A reviewer may just choose to skip your game instead of installing software to unpack it. Unless we're talking about saving actual gigs, just compress it with the default zip option that's widely available and compatible with most operating systems.
Similarly, host your game in a place that's easy (and free) for reviewers to access. No one is going to pay to download your game, and no one is going to go to any site that looks sketchy. Good options for hosting include Google Drive and Dropbox. Just make sure the link you send is accessible to anyone who has it. You can also upload to itch.io and put a password on the page to keep it accessible but not visible to the public.
Promotional materials for any event are very similar to what you would see on a store page, consisting of 1-2 short videos and some screenshots.
The main trailer should be 30 seconds or less and be very deliberate in showing off your best art, music, and gameplay, taking care to build a narrative that explains your game and gives compelling reasons for it to be accepted. There are a lot of resources on how to build a good trailer online. If you already have a main trailer for your game, you can likely use that as-is or with some modifications.
The second video is your gameplay trailer. It should just show a section of of the gameplay, letting people understand what the game is all about and what they can expect. If you have a game with custom controls, then you should explain that clearly here. If for some reason a reviewer can't play your game, and they're feeling lenient, this can act as a backup for review. If you're only able to upload one video, this is the one you should choose.
Your screenshots should show key gameplay moments, and together should cohesively give someone who hasn't seen your game a good idea of what your game is about. Have a good selection of shots from key parts of your game.
If you have a game that is difficult for a reviewer to access, for example if your game has custom controls, needs some physical item, or is only for console, then these videos and screenshots will be much more important to you, because they may be the only way the reviewer will be able to judge the quality of your game. (And as stated above, games that aren't readily playable have much higher chances of rejection.)
Of course, having the game itself ready is far more important these materials, but they're very much nice to have, as you're never sure what may catch a reviewer's eye. Some reviewers may play games blindly, others may read and watch everything you give them. It's best to cover all the bases as much as possible.
The application form will generally ask for the following elements: company and game descriptions, as well as links to your game, your promotional materials, and your social media accounts.
It's important to fill out every section, even if they're optional. The goals of each event may differ, but likely the final selection committee will be using these answers to ensure that they're receiving a diverse set of games based on whatever metrics they're working with. Examples of this could include making sure they're showing a diverse set of game genres, or that they have games from all of the regions that they'd like to represent. Leaving answers blank gives the reviewers less to work with when considering your game may exclude your game from any of these considerations.
If the event is not held in English, you should try to fill out the application in the language of the event, but English may also be acceptable as a second language. (This is usually the case in Asia.) Consider using easy English or providing more explanations in this case, as the reviewers may not be native English speakers. Having multiple languages for each answer may be helpful to lower the possibility of misunderstanding through mistranslation. If your native language isn't English or the event language, you may then also want to consider adding this as well if the system allows it and it doesn't become too long.
If you have a game that is not easily playable or accessible for the reviewer, then make sure to explain why in the description, so they know what to expect and don't waste their time trying to play something that needs equipment they don't have.
Ultimately, your goals for the application should be:
to showcase your game in the best possible light
to make it as easy as possible for a reviewer to understand your game with the least amount of time and effort
If your application doesn't seem to meet those goals, or if you think there may be any sort of disconnect, go through the entire application again. This process is similar to that of a submitting a resume, or creating a marketing funnel. Try to put yourself in the mind of the reviewer, who likely doesn't know anything about your game. If you can get someone you know who isn't familiar with your game to review your application, that may help to find any blind spots you may have missed.
At the very end of the process, go through your application and test everything. Test your links and make sure that the game is playable. Make sure your videos play and your images display. Having some mistakes in your descriptions is not the end of the world, but having corrupted files is a big deal. Testing will help keep your application in the best shape.
Now, all you have to do is wait! May the gods of review will shine favorably on your game!
It may take a few months for reviewers to get through all applications, so don't move or delete any of your files in storage until after you've received your acceptance or rejection. If the links don't work at any point, reviewers will likely reach out to let you know, but they may skip your game all together.
Check your email (or whatever contact method you provided) to the event frequently so you can address any concerns as they arise. Whitelist the event contact information to make sure you actually see any communications. You may only have a few days to respond to anything before you get skipped over, so keeping up-to-date is really important.
Thank you for reading this far! If you found this useful (or not) please feel free to let me know! Any feedback is much appreciated, because I can use this to help make the post better for others. Oh, and make sure to show me your game! I like making my own games, and love seeing what people are making.
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