Yoyo Bolo's Member Blogs
Our entry originally dated January 22nd, 2013 introduced the nature of the press kit and hinted at its possible contents. The research done to write this post went a long way to helping us put together New School Blues' own press kit.
Originally dated January 17th 2013, this entry in New School Blues' developer diary is the final piece we wrote up detailing the ins and outs of writing and sending a press release on your game.
Today's post, originally dated January 15th 2013, is a continuation from our Monday Gamasutra entry where we introduced the basics of press releases. This article delves a bit deeper into the structure of a statement to the press.
We're taking a break from our regularly scheduled dev diary update to announce our game has been launched! Please visit yoyobologames.tumblr.com for more details. We'll resume retroactively posting past dev diary entries tomorrow!
YoyoBolo Games' January 11th 2013 post is all about the quintessential piece of information any dev team needs to create in order to communicate with the press: a press release! This first part is just a quick rundown, examples of releases come later.
On January 9th 2013, YoyoBolo Games took our New School Blues development diary in a different direction when we talked more on Subversion (SVN) and its respected software. This post mostly served as a piece for readers unfamiliar with the process.
A continuation of our previous developer diary post (dated December 13th 2012) on what happens following a game's completion, emphasizing playtesting as a way to fine tune a game so it's not actually "done" and adding dlc to expand a game's shelf life.
YoyoBolo Games takes a closer look at the art of conducting a post-mortem in this developer diary entry originally dated December 12th, 2012. Our first title, New School Blues being the "corpse" in question...
YoyoBolo Games continues its look at packaging a fully developed game with this December 11, 2012 entry on code obfuscation. Read on for an introductory take on the fundamentals of making your game's code all messy like!
On December 10th 2012, with New School Blues then well into production and in the beta testing stage, YoyoBolo Games' dev diary took an initial look at packaging a fully developed game.
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