Blog - Two Birds with One Stone: Make The Games that Get your Name Out There
Thursday, May 22, 2008I forgot who (probably one of my art professors at SCAD), but someone once told me that an artist should spend 30% of their work time actually making art, and 70% promoting themselves. Whether or not that's true, the point is to stress the importance of self-promotion so you can get enough work to survive.
However, it seems to me that you can often kill those two birds with one stone, and make art that also is great at making a name for yourself.
For example, Brenda often encourages us to avoid making games with cliché topics like zombie-shooting and instead try to tackle current socio-political issues or similar experimentation of subject, because doing so not only lets us explore games as a medium, but also are likely projects to get noticed by the game development community!
(A great example of this would be the student project Hush.)
In the past two quarters I've worked on a ton of games, and a few of them have been great self-promotional tools. Project Loyola got almost too much press for it's own good, and Rats getting a postmortem published was also a nice treat. I'm not working on a game that promises to draw some serious attention as well: we even have a PR person! Not bad at all for a student project.
So my fellow game development students, when choosing what kind of game to work on for class projects, or what extra-curricular student game development teams to join, look for projects that look like they'll be great at getting you noticed by somebody.
Every little bit helps!
Labels: self-promotion
posted by Brian Shurtleff @ 2:57 PM