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Game Pages. Discover new YouTube gaming content on the Gaming homepage. Explore top live games, top live streams, trending gaming videos, and the latest videos from your subscriptions. Game pages are auto-generated hubs of user generated content about a single game. You can find links to game pages in many places across YouTube including below the video description of any gaming video, on the Gaming homepage , and in YouTube search results. Indie Corner. Submit your game for exposure on Indie Corner, a page on the Google Play Store dedicated to new and innovative indie games.

To submit your game to be featured on Indie Corner, all you need to do is have a new game made by a team no bigger than 30 people. Play Protect. With on-device services that integrate with cloud-based components, Google can push updates to help keep devices and data safe.

Protect your players from potentially harmful applications with lightweight, daily, automatic scanning. This allows Google Play Protect to respond quickly to a detected threat, reducing how long players could be exposed to the threat and how many devices may be affected.

YouTube Premieres is a new way for you to debut pre-recorded videos as a live moment, much like a movie or TV show premiere. Premieres gives you a launch moment on YouTube with no extra work. Engage with your community in real-time, easily promote your newest game announcement, and create a buzz around a shareable watch page with Premieres.

During the Premiere, you and your audience can interact in comments, live chat , and if enabled, Super Chat. Assess the Android devices that are running your games to ensure they satisfy Android compatibility tests.

Preserve players' privacy and keep battery and bandwidth consumption to a minimum, all while making sure your game is protected from malicious threats. Use this API as part of your abuse detection system to help determine whether your servers are interacting with your genuine game, running on a genuine Android device.

Protect sensitive player data in your game, like financial information, by confirming that the current device is protected against malicious apps. Encourage players not already using Verify Apps to opt in to its protection, and identify any known potentially harmful apps that are installed on the device.

Use an advanced risk analysis engine to protect your game from spam and other abusive actions. Start on Android. Apply to receive hands-on support, inclusion in Early Access, technical support, and other perks with Start on Android. Access exclusive benefits such as unreleased features, merchandising opportunities, special programs, and more.

You could also receive UI and UX guidance from the Play editorial team to optimize different parts of your game. Explore the globe to discover how to create great games, connect with players, and scale your business or see everything in one place. Bring your vision to life with the latest technological innovations and iterate efficiently using our robust tools and platforms. Our cross-platform offerings give you tools for growth and access to billions of potential players each day across every type of device.

Expand your business domestically and internationally with the help of our global presence and reach. Solutions Connect with players Launch your game Maximize the impact of your launch with platforms that reach billions of players around the globe. Testers are also great for keeping up your spirits because - with any luck - they like the game a whole lot more than you do! My games never feel ready to go live, eventually one day I just decide I'm approaching diminishing returns on the levels of polish that I still want to do.

If I waited until it was fully ready in my head I'd probably have wasted another year on stuff no one cares about but me. Though thankfully I find the final push to be the part where I struggle with motivation the least. Once I'm over the hump and am just polishing an already finished playable game I'm super motivated because I'm not worried how long it will take to finish.

You have to set a very clear place where you want to be in terms of polish and absolutely stick to that. You have to get good at identifying where polish will make a difference and where you're getting, as Richard put it perfectly, diminishing returns. There's no greater motivation at that stage of a project than finally being able to leave it alone, so that's what usually causes the sprint to the finish! One thing that is enormously important is to give yourself time to recharge when doing that push: if you have done several 7-day weeks in a row you absolutely need to give yourself an entire weekend off where you don't touch a computer or think about the project at all.

We just shipped our newest game, Finger Derpy for iOS so this is pretty fresh for me. Of course all the key features are in, all the bugs are out. So, you're ready to send it out. Now give it a month: Walk away, don't play it for a few days, then start playing it all the way through like a regular person.

Slowly over time, plenty of little nigglies will come out that need fixing. After all those are fixed, it's ready. To Do lists for sanity, broken up along days for scheduling. Oh and get some exercise too. Out of the 5 games I have worked on, I have only "shipped" one.

My first game jam game, "the universe within My 2nd game Glorious Ending Cinematic is sitting on the internet somewhere and failed to meet the MolyJam deadline because we had some must dos in order to feel comfortable uploading it. Still have months to go. I'm looking forward to launching it to backers to get a lot of community feedback.

I could give some ideas about the final push for a procedurally generated game like Magic Shot to complement the other excellent points already made here.

The final push is for me about building a process to « test » the robustness of the procedure in every possible situation. It means you have to create some model to generate the buggy situations. So I made 2, screenshots of the game, and browsed them one by one. We are actually releasing our fifth mobile game Tiltagon this Thursday. For us the game is "ready" when it has all the features and polish that would keep the player playing for more than once.

Of course the game has to be also as bug-free as possible but more importantly you have to be prepared to react and update the game asap if problems or bugs are spotted. Todo lists are a must. And the tasks have to be broken down to so small that you can complete them on a regular basis, preferably every day.

Marking tasks as completed feels awesome and gives that little push to keep going. Sleep, fresh air and spending some time with the family is also important.

For me, it seemed like I could've kept working on my game forever. It's pretty hard to stop polishing, because as the dude who has spent the most time with the game, I see all its flaws and its potential to be "even better". Basically, decide what the minimum amount of things are your game needs to be "complete", get there, and release. You can always come back after the release and add more and make the game "even better", but if you never release then it's not a game; a game is not a game if nobody is playing.

The way I cope is by shutting off the part of my brain that looks for that visible progress and, instead, I create a Google Docs to-do list that I can knock out tasks from. Watching that list of boring to-dos get shorter feels goooood. But really, I just listen to this on repeat until the game comes out. Like any piece of artwork, a game is never finished - you just stop working on it. This is even truer with the trend of developers continuously updating their games with new content and features after release.

So the question is: when are you ready to release? You should release your game when you are proud to tell people that you made it and when you know that players will engage with the core part of the experience in the way that you wanted them to. You know you've got this right when someone who is testing your game can't stop playing it. As for motivation, it's the same problem as with any stage of the project.

Except that now you can get excited to share what you've made with others! As many here has already mentioned, you can always do more work on a game. You can always add a little shine to the polish.

Obviously there has to be a point where you need to stop and decide that the game is ready for release. I usually work with milestones to make this doable. In my case, if I don't have a deadline I'll spend way to much time tinkering with details that maybe 0. I think it's important to make sure that the milestones aren't just arbitrary, though.

It's easy to just push a milestone date that doesn't need to align with a certain date. For an example, I think it's good to put deadlines close to expos, so that we're forced to work with that date if we want the work done in the milestone to be in the version we send to the expo.

Of course, you'll need to be able to plan and especially prioritize your tasks if you work with strict deadlines. Otherwise you'll end up crunching, which is less than ideal. As for motivation, I think in general good feedback from players is a great way to cheer you and your team up.

These range from testers to press to expo goers. Seeing people enjoy your game always make it feel worth while. Also, if members of your team can't be present at expos or testing-days, be sure to tell them if something they've made got good feedback So tell the composer if the music was well liked, tell an artist if a model they made looked good to the players etc. It's a good way to make sure your team feels appreciated, which in and out of itself is a good motivator.

I delayed SwapQuest many times, as whenever the next release date approached I didn't feel the game represented the vision I had in mind completely. Of course there were also many feature and todo lists that gave an indicator on how far I am in development. But in the end I think only a very polished experience will give you the satisfaction you want after releasing a game, so reserve some weeks or even months for that. I keep myself motivated during that time by having check lists with small tasks on them.

The more often I can tick off something, the better. Tom Faber, Financial Times. Alice Bell, Rock Paper Shotgun. Todd Martens, LA Times. David Smith, Kotaku Australia.

Rachel Kaser, VentureBeat. Edmond Tran, GamesHub.



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