Posts Tagged ‘Community’

Jon

jon_3cmJon Wetherall is currently Managing Director at Onteca where he has worked at the intersection of Arts, Technology and Training.

Recently Jon has run a number of projects which involve uploading and downloading mobile phone content. These include working with Kensington Vision to create a Ringtone Billing Platform for Reverse SMS and a facility for communities submitting photos from their mobile phones. Jon is also lead technologist on ‘Landlines’ a major arts research project funded by the Arts Council and Nesta which uses mobile phones to upload locations of multiple users. Jon has run a number of community lead animation projects, is a key trainer on our Wirral ESF project where he runs the HTML training and for his sins has become good at ESF paperwork.

Jon co-foundered the award winning International Centre for Digital Content where he co-developed the first Digital Games Masters programme in the UK. His experience as a senior computer game programmer at Sony taught him that the most interesting work occurs when Artists and Technologist collaborate.

Jon has a First Class B.Sc Hons degree in Mathematics and Computer Science from Liverpool University.

I Am Here

I Am Here is a project created by the International Centre for Digital Content (ICDC), part of Liverpool John Moores University.

The project is part of the Liverpool Culture Company’s ‘4 Corners of the City’ programme, through which cultural organisations are working creatively with Liverpool neighbourhoods which are experiencing rapid change, upheaval, and high rates of residential turnover.

Through collaboration and creative partnership, ‘4 Corners of the City’ encourages Liverpool residents to be active in cultural regeneration at a time when a sense of community is disappearing and memories and aspirations are fading.
Through the creative process, the programme seeks to answer the question ‘What makes a neighbourhood?’

ICDC is working in partnership with East Liverpool Neighbourhood to create an interactive map of the community. Members of the community will participate in the project by using their mobile phones to document their heritage, hopes and experiences.
The project will use an application created by Onteca Ltd, which uses mobile and GPS technology, and Google Maps, to upload multimedia content to an interactive map. ICDC will train residents to use digital technologies such as video cameras and mobile phones to capture and create content and upload it to the map.

The project is open to all community members and workshops will begin in January 2007. Click here for more details on how to be involved.

‘4 Corners of the City 2007’ will culminate in a two week exhibition featuring all the participating projects, beginning on 29th May 2007, to celebrate European Neighbours Day on 30th May 2007. The project is also available online at http://iamhere4corners.blogspot.com/

I Am Here is a project running from January to May 2007. It’s open to all residents of the East Liverpool Neighbourhood Area. We would like people from all over the community to get involved with the project so that the map represents as much of the Neighbourhood as possible.

How does I Am Here work?

I Am Here is an interactive mapping toolkit which enables you to upload content to a map of your community – content such as text, a picture, a film or an audio recording. The content could be based around a theme and a location that is of importance to you or the wider community.

The project will use GPS (Global Positioning Systems) so that you can take us on your favourite walks and record what you see along the way. The map contains ‘hotspots’ to geographical locations specified by you, which, when triggered, will present digital media content which has been created by you and other community members.

What can I do?

If you have a story about your community, for example, telling us about your favourite place, a ‘hidden history’ that not many people know about, or just what you would like to see happen in your area then we’d like to work with you!

How can I tell my story?

The mapping toolkit is very easy to use.  You can find out how to use it at one of our workshops, which will be taking place at community venues and at ICDC between January and May 2007.  We will show you how to use mobile phones, cameras and computers to help you create and publish your story.

If you or your community group are interested in taking part please contact us:

iamhere.me.uk/

Youth & Migration

John Arne Riise

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Onteca made this stop-motion animation as part of Toxteth TV’s Youth and Migration project. It focuses on the experiences of the Liverpool FC footballer, and the life journey that took him from Norway to Liverpool. A charming short film, made with the help of local school-children and the animator Alice Kuchemann, and based around a filmed interview with the man himself. Animators for Onteca were Pauline Wong and Richard Alston. Edited by Richard Alston with assistance from Max Zadow. Produced by Jon Wetherall.Made between April and May 2007.

Community Animation Workshop

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Onteca with the support of the Capital of Culture have run a number of animation workshops in collaboration with the National Museums and Galleries on Merseyside (NMGM). NMGM currently have an exhibition called ‘Animated Adventures’, this exhibition gives visitors the opportunity to see original models and sets from feature animations including ‘Wallace and Gromit, The Curse of the Were-rabbit’

Onteca have run 12 day long workshops with visitors to this exhibition. Children and their parents have been able to produce their own short animations by working with experienced professional animators. The response of participants has been enthusiastic with every participant spending at least an hour producing their own piece of animation.

All the films made by participants in the workshops and further information are available on the website The Community Animation Project

Workshops

Onteca has run a series of short workshops (lasting from two days to a week) in professional media production skills, many on behalf of Media Training North West. Each of the skills are used by Onteca in the cross-platform work of the company. These courses have been pitched to meet a number of different student needs, from community groups without previous experience, to working professionals seeking to refine their skills. Examples of previous courses are:

After Effects & Premiere
Concentrating on the use of these production tools to create CGI for moving image. These editing packages can be comined with colour keys and production techniques to provide effective special effects.

Game Design& Quality Assurance
Looking at how to use a variety of design theories and industry practices to ensure a smooth and creative workflow.

Java Programming for mobiles
Applications that work across platforms, networks and phone types, drawing on Onteca’s extensive experience in this area.

World Builders
‘Modding’ existing games can be an easy way into 3D design for beginners, and a useful way to speed up production schedules for professional game designers. Increasing numbers of games that started of as ‘mods’ have become comeercial properties in their own right. Also the use of generic world builders that can be used across, games, engines and platforms.

Introduction to 3D Modelling
A beginner’s introduction to Maya. This is a complex and very powerful application that is used across the Games and CGI industry. This course provides an initial access point for personal or further study. To become good takes years, but you have to start somewhere.

Web Design Using CSS and accessible GUIs
Web design the correct way. Useful both for beginners and those web-designers who have become trapped in the habit of using tables and want to evolve their practice to fit the current industry standards.

Ring-tone Production
Creating your own ring-tones from scratch.

Game Design for 11-16s

Games are about having fun. They are about history, maths, art and IT, as well.

This Key Stage 4 engagement project is being delivered by Onteca, a professional Video Games Design and New Media Company, so it will be about skills that are useful in industry. This is not an academic course, it is very much practical. Written skills aren’t important. Student reports can be given in the form of Video Diary.

Stage One of the course involves playing a lot of video games. Massively Multiplayer Role Playing Games, that teach all sorts of interpersonal communication skills and good IT basics. Supervised and facilitated by Onteca.

Stage Two is to get the young people thinking about what makes a good video game. To learn some design skills used by industry professionals, in a fun and easy way, with lots of in-game examples. By the end of this stage a Bronze Arts Award will be achieved by all those participating.

Stage Three involves the young people actually making a game environment. Putting their own designs, idea and artwork inside a computer game. This will be accredited at NVQ Level 1 or with a Silver Arts Award.

This project would consist two days a week – Mondays and Tuesdays, at Discovery Community Learning Center. Onteca has experience of working with young people from challenging backgrounds.

Register interested young people with Lynn Struve on 0151 346 6734. Contact Max Zadow from Onteca on 0151 709 0028 or see www.onteca.com for details.

Animation Workshops

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  • Onteca has deliverd a range of animation workshops to young people from a range of communities.
    These include:
  • Capital of Culture Youth and Migration project featuring John Arne Riise
  • young people from Toxteth Community Animation workshops from 2004 to the present
  • young people from Toxteth and surrounding areas
  • Wargrave School for children on the autistic spectrum
  • Over 500 young people who attended the Wallace and Gromnit exhibition at World Museum Liverpool.

These involved teaching the young people a variety of techniques, such as stop motion animation involving ‘claymation’ and paper cut-outs, as well as digital animation techniques using applications such as Flash and Premiere.

Examples

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Web Learning 2.0 – Onteca

An exciting new course is being launched in the Wirral that provides training in the very latest techniques in website and New Media production.

During 2004 media commentators started talking about something called ‘Web 2.0′: a new, different Internet that is already here, already evolving in front of our eyes. Taking advantage of the fact that Broadband Internet connections allow video, images and built in games as standard for websites, a whole new generation of exciting web-sites have conquered the online world. This course gives Wirral residents the skills to take advantage of this new wave of Internet expansion.

Onteca, a professional New Media Company based in Liverpool, has been given some European Social Fund support to deliver top-of-the-range training for people in areas of the Wirral. This training is for the Pathways Areas of Wirral, which includes a large proportion of the Wirral’s residents. Check with Onteca to confirm you are eligible. Onteca are interested in all sorts of people for the course. Obviously this would suit people with an interest in computers, New Media and games, but those with an ability in art, photography or writing will also be provided with a practical outlet for their talent.

The course is free, doesn’t effect benefits and there will be a solid qualification at the end. Even those who have to leave early (for instance, for work reasons) will get credits for elements of the course taken. Some financial support for travel and childcare is also available. It will be two days a week at venues across the area and Discovery Community Learning Centre, a state-of-the-art facility on the Wirral.

As well as teaching people how to make their own websites, this course will give a condensed guide to the new ‘Rich Media’ sites, and how to achieve the same results. Elements of the course will outfit people on how to make basic video games, animations and films for the Internet, with room for further specialisation later. Onteca has a breadth of knowledge of the local media and New Media scene and can guide people towards appropriate career choices based on what they have most enjoyed in the Web Learning 2.0 course.

At time of writing (June 2007), the first intake are just approaching the end of their course. It seems likely all will get a level 3 NVQ, and some already have been offered paid work in a relevant area. We are proud of what they have achieved, and look forward to following their careers as they go from strength to stength. We are recruiting now for the next run, to be delivered both in Noctorum and Birkenhead. Contact max@onteca.com for more details.

Event Preview: Develop Liverpool

7820_146337498548_509638548_2857868_3796245_n Hello everyone, i thought i would insert some information about the Devlop event this Thursday which i will be attending along with some other members of the Onteca family. See blog for full event programme.

This Thursday sees the popular Develop conference make its debut appearance in Liverpool.

Set to bring together the best and brightest game developers from across the UK for a day of learning, sharing ideas and networking, Develop in Liverpool boasts an impressive range of sessions and panels. Below are details of the currently confirmed panels.

Highlights include the keynote by Michael Denny, senior vice president of Sony Computer Entertainment Worldwide Studios, Europe, and speakers from Bizarre Creations, Natural Motion, Team 17 and Jolt.

Those interested can still register here; tickets currently cost £265 plus VAT. The event takes place at Liverpool’s Arena and Convention Centre, and offers a unique opportunity in a city many consider the cultural capital of the north.

The sessions:

OPENING KEYNOTE: Quality, Relevance, Innovation
The talk will provide a visionary insight into what Sony Computer Entertainment First Party studios are looking for now and in the future when commissioning Original IPs from Independent developers.
Speaker: Michael Denny, senior vice president of Sony Computer Entertainment Worldwide Studios, Europe

EVOLVE: Turning Browsers into Gamers for Fun and Profit
The biggest platform with the most potential isn’t owned by a manufacturer or run out of Redmond. Web browsers and social networks host tens of millions of games a day, bring gameplay to new audiences, allow innovative new gameplay ideas, come with a diversity of business models, and are wide open to new entrants. But what can traditional games companies bring to the party, and where should you focus your efforts for maximum impact and reward?
Speaker: Dylan Collins, Jolt Online Gaming

CODING & PRODUCTION: PlayStation: Cutting Edge Techniques
The talk will provide an overview of the current state of the PlayStation platforms and games from a technical perspective. There will be a coverage of several real-world examples of cutting techniques as used in recent and soon to be released PlayStation3 and PSP titles developed by Sony Computer Entertainment worldwide studios.
Speaker: Neil Brown, senior engineer, Sony Computer Entertainment Europe

ART & DESIGN: Blocking to Rocking! The art of LEGO Rock Band
Travellers’ Tales has won endless plaudits for the distinctive and humorous characters in its LEGO games. But having mastered a plastic fantastic take on much-loved cinematic heroes, how would its artists tackle real life musical legends for LEGO Rock Band? Matt Palmer, Head of Animation at TT Fusion, gives us a unique insight into capturing the essence of Iggy Pop, David Bowie, and the game’s other rock gods in LEGO guise while operating within the constraints of the Rock Band format.
Speaker: Matt Palmer, head of animation, TT Fusion

EVOLVE: Five App Stores Under the Microscope:
iPhone, Blackberry, Android, DSiWare, PSP Minis
There’s plenty of excitement around digital distribution of mobile and handheld games, but it’s early days – the various stores are finding their feet, while developers figure out how best to approach them. This session will look at five key digital stores: iPhone’s App Store, BlackBerry App World and Android Market, as well as DSiWare and PSP Minis. What are the trends in terms of pricing and categorisation? Which games are doing well and why? And how are developers increasingly looking to release games across several or all of these stores?
Speaker: Stuart Dredge, online editor, Mobile Entertainment

CODING & PRODUCTION: Role of the Production House in Game Development and Marketing
Created during the early development stages of a video game, concept movies can often lay the foundation in the creation of new games. They can be used as an influential selling tool by developers to gain universal buy in from international publishers whilst also giving the development team a vision of what they’re working towards, helping lock down important factors such as the overall look, style and feel of the game. Some of these movies never see the light of day once the game is complete but others serve a multifaceted purpose and are used as a powerful internal and external marketing tool. Tony Prosser, Managing Director of Lancashire based CG Production House RealtimeUK, will be speaking about the role of concept movies in games development. He will also discuss how they created some of their most well known concept movies and marketing trailers including Motorstorm for Sony Computer Entertainment Europe, Split/Second for Disney Interactive Studios and Napoleon: Total War for Sega.
Speaker: Tony Prosser, managing director, RealtimeUK

EVOLVE: What the Music Industry Can Tell Us about Digital Distribution
The last few years have been turbulent for the music industry as it grapples with the transition from physical goods to digital distribution. What can the games industry learn from the music industry as the sales and delivery of interactive entertainment increasingly move online? Simon Watt of Universal Music reprises his very popular Brighton talk with an updated explanation of what the music industry has got right – and wrong – and what it means for games.
Speaker: Simon Watt, vice president technology, Universal Music Group

CODING & PRODUCTION: How to Get More From your Music and Audio Team (panel)
Harry Potter, Project Gotham Racing, Heavenly Sword, The Getaway, and Geoff Crammond’s Grand Prix series are just a few of the titles covered by the careers of an illustrious panel of leaders in their field. Whilst managing hundreds of thousands of game audio production dollars, procuring music, dialogue and sound design services from both in-house and external game and movie sound resources, these senior players fully recognise the commercial imperative and inextricable link of what they do in audio provision with corporate goals, gameplay objectives and console technology. Drawing on their years of experience seeing the good, bad and downright ugly of audio in games, they will distil critical insights for producers, programmers, artists and designers about how to get the most from their audio team and thereby realise the maximum potential for sound, music and dialogue to rock their game production.
Chair: John Broomhall, independent audio director
Panelists: Dan Bardino, SCEE; Adele Cutting, EA; Nick Wiswell, Bizarre Creations

ART & DESIGN: Resurrecting the Alien Breed franchise
If you’re lucky enough to have a much-loved retro game to work with, how do you bring it up-to-date without damaging its DNA? Team 17′s design manager John Dennis outlines some of the challenges and opportunities the studio has faced in bringing its classic Amiga game Alien Breed back to life in the form of Alien Breed Evolution, which it is set to self-publish for the PlayStation 3 and Xbox 360.
Speaker: John Dennis, Team 17

EVOLVE: Keeping Northern games development on the map (panel)
Game making has a long history in the North of England and much to be proud of, but there’s no denying recent years have been tough, with key studios closing and others fading from prominence. What can be done to ensure the region remains a hub of game development excellence, and what help is already available? Could local studios do more to support each other, or is it better every studio fights for itself? A panel of leading insiders debates the issues.
Chair: Toby Barnes, MD, Pixel Lab

CODING & PRODUCTION: A Bizarre Way to do Real-Time Lighting
The talk focuses on the techniques used in the real-time lighting implementation for Blur, but with a particular bias for how things were done for the Playstation3. Beginning with a high-level discussion of the problems at hand the swiftly talk moves into how these were initially solved in a cross-platform way, but then later optimised for Playstation3. Along the way the speakers share their thoughts on light pre-pass rendering and SPU programming techniques, and offer a helpful ten-step guide to migrating your lighting to the SPUs.
Speakers: Stephen McAuley and Steven Tovey, Bizarre Creations

ART & DESIGN: Why is Playing Games Fun?
Recent research in neurobiology reveals multiple ways in which the “pleasure centre” of the brain can be tripped, and thus multiple ways that players enjoy games. This research also dovetails with the latest player satisfaction models, which show that different players enjoy very different aspects of play. This session explores seven different ways in which the brain responds to play, each corresponding to a different play style, and thus different kinds of videogame. By understanding the variety of ways that a game can provide enjoyment, developers can learn why their games are fun – and how to make them more fun for a greater number of players.
Speaker: Chris Bateman, MD, Hobo International

EVOLVE: Digital Distribution: From Blue Sky to the Bottom Line (panel)
Signing a deal with Steam is no longer enough. From branding to social media marketing; from price discounts to community management, this panel will address what developers need to do to maximise revenue from their digital distribution strategy.
Chair: Nicholas Lovell, GAMESbrief
Panelists: Mark Morris, MD, Introversion Software; Tero Virtala, CEO, RedLynx; Oliver Birch, account director, PlayReplay

CODING & PRODUCTION: 6 Ways to Get More Bang for Your Buck
The bad news: budgets are tight and time is short, yet everyone still wants quality. The good news: there is no shortage of talent! Outsourcing, offshoring, contractors and freelancers – thousands of externals are ready to help you stay under budget and make better games, or, if handled badly, to wreck your project. From formal outsourcing to co-development and remote teams, Beriah’s Kevin Hassall reveals six tricks to get the very best from this wide world of talent.
Speaker: Kevin Hassall, Beriah

ART & DESIGN: Open Mic – Voice Control in SingStar the Method and the Madness
Applying cutting edge technology to casual games in a way that enriches the end user experience in a non disruptive way. Voice recognition technology is notoriously unreliable and most user experiences with existing technology have been poor. The voice recognition technology in SingStar was designed to allow users to select songs and navigate menu options. This presented its own set of unique challenges from both technological and usability standpoints. This presentation will cover the challenges and pitfalls of using voice recognition technology in SingStar.
Speaker: Charlie Hasdell, designer, Sony Computer Entertainment Europe

EVOLVE: We’re All Indies in This Together
Digital distribution, downloadable content, and casual and social games are fast re-writing our ideas about what a game can be. Leading this charge are a new wave of small, innovative and entrepreneurial developers with very different business models – and often different aspirations – to the conventional games industry. Enter indievision, a new trade body for a new breed of studio. For the first time in public, founder Robert Swan outlines why the new indie sector needs to work together, and what joining indievision can do for you.
Speaker: Robert Swan, co-founder, indievision

CLOSING ADDRESS: The Ups and Downs of Backing 60 Start-Ups
Richard Farleigh, High Tech Entrepreneur and Dragon (from Dragon’s Den)

Networking Party!
After the conference, you will have the opportunity to network with delegates from an event running alongside Develop – Software City – designed to showcase the region’s dynamic technology sector. Now running in its third year Software City attracts an international audience and is an opportunity for businesses and investors to make valuable connections, share ideas and hear from world-class entrepreneurs.

Develop in Liverpool and Software City have teamed up to host a joint post-conference networking party for all their delegates. The party will be held in PanAm on the Albert Dock.

Your Develop pass will allow you free access to the party where you will have the chance to meet attendees and speakers from both events, including Software City’s star speakers Richard Farleigh of Dragon’s Den fame and Julie Meyer co-founder of First Tuesday, CEO of Ariadne Capital and one of the recently announced ‘online dragons’.

Information supplied by Develop.com event article

Indie Game Developers shouldn’t forget the benefits of PR

7820_146337498548_509638548_2857868_3796245_n Sophie here once again, today i thought i would look at how the internet can be utilized as a PR tool to help Indie Game Developers promote their games.

Public Relations in a nutshell: PR is defined as the art of controlling information flow between a company and the outside world. When you are an independent games developer producing a game using your own IP, it is easy for your indie roars to be rendered to a pitiful whisper in the noisy and crowded sea of the internet.

This means the Indies have to swallow their pride and remember they are not an EA or Activision and cannot use the same sort of PR methods they use, therefore they need to maximise their flow of information and utilize the web as much as possible.

Making noise

The big guys tend to guard their updates carefully, rarely leaking new information about their game. When they do, it’s very controlled and polished. This strategy may make sense when you are so big that even a small leak of information means multiple Digg front-page stories and coverage by news sites everywhere. For Indies though, your carefully packaged press release would likely fall into obscurity.

This means that you need to get creative, experiment, and make noise often. Since it’s hard to predict what will blow up and what won’t, the more insights you share the better your chances are of getting people’s attention.

Remember that the upside is huge and the downside is small. The only thing you stand to lose is your time if you sink hours into a post that doesn’t earn you any recognition.

The good news is that if a PR attempt fails, no one will see it so you don’t have to feel embarrassed (EA doesn’t have this luxury). Since almost everything applies to games, there are lots of different things you can share.

Making friends

An important part of open development is reaching out to other people in the industry. Contact other Indies, they are your allies not your rivals. You also want to reach out to press contacts and distributors.

Cold emails are always tough, so don’t get discouraged. Meeting people in person is extremely valuable. No matter where you are, you should try to get involved in your local game developer scene. Raiding conferences is also a great way to meet people. I recommend having a box of business cards, an iPod touch with some videos of your game on it.

To a certain extent indie games represent a chance to find out about the next big thing before it hits mainstream so don’t be bashful, say hello. You never know who you’ll meet and meeting people in person turns cold emails into warmer ones.

Building a community

The best way to build a community is to facilitate communication. Create ways for you to talk to fans, for fans to talk to fans and also for fans to talk to you.

It’s easy to think that you might be overwhelmed by visitors to your site if you allow everyone to contact you directly, however this is a great problem to have and most Indies that are just starting out are not lucky enough to have this problem.

Start early. Starting from zero is tough, so get it out of the way now. The earlier you start the more seeds you can plant by launch.

Onsite PR implementation

Blog

The blog is your rock and your most effective tool for sharing your development process with the world. It is extremely versatile and all the original content you produce for your blog can be echoed out to your other pages.

Tips: Use pictures/videos, keep it short, encourage discussion, make blog posts often

Forums

The forums offer a place for visitors to share their thoughts. Unlike the blog which you have to power yourself, the forums are largely fan-run. They provide a great medium to share information and solutions to problems that may arise. They also allow for the sharing of creative ideas and mods.

Tips: Seed the forums with appropriate topics. Try not to crack down to hard on anyone or you may find yourself in the middle of a flame war.

Offsite PR Implementation

ModDB

ModDB is a very indie friendly collection of all video games and their mods. It’s a great place to add your game and keep people updated on its status. If the ModDB staff like your news update, they will promote it to the front page. Many people use it as a news site and keep track of gaming news. It is a surprisingly large site and the community is awesome. Some ModDB visitors have already started modding Overgrowth before it is even released.

Tips: Decorate your page to draw attention to it, update often with high quality content to attract people

YouTube

YouTube is the best place to host your videos. YouTube has HD now and an absurd number of useful features these days. The most valuable thing about YouTube is that people can easily subscribe to your channel and YouTube will funnel more viewers onto your pages by cross-pollinating your video with other related videos.

Tips: Add a link to your YouTube channel in your videos so people can subscribe to you

Facebook

A Facebook page gives you a secondary location to host your blog posts, pictures and HD videos. Facebook is the biggest social network and is designed to be as viral as possible. Whenever someone interacts with your page, the activity is splashed around to his or her friends. This helps people spread the word organically and can cause pretty substantial chain reactions.

However, a Facebook page needs nurturing.

Tips: Feed your blog onto your page’s notes, upload videos and photos individually to the wall so that they are more conspicuous

Twitter

Twitter seemed pretty dubious at first. However Twitter is unique from other pages because it offers a good medium for you to meet your peers in the industry in addition to accumulating fans. Twitter is at worst an alternative to your blog’s RSS feed, but at best, it’s a great way to keep people up to date more rapidly and lets you communicate with tons of other game developers.

Tips: Don’t just link to yourself like an RSS bot, use Twitter to communicate with people

Steam Group

Your Steam group offers a great way to introduce your game to the Steam community. Groups have amenities like screenshots and avatars that you can upload to add some flair to your page.

However, the main asset of Steam groups is the chat room that acts like a public IRC channel tied directly to your game. Because most people on Steam are active gamers looking to purchase games, this PR is extremely well targeted.

Tips: Idle in your Steam group’s chat room so you can meet visitors and answer their questions, offer visitors avatars, you can post important blog posts as announcements

Games Press

Games Press helps us auto feed our content onto certain sites. It has been great for getting our videos onto IGN, Gamespot, Game Trailers and G4. Even if you upload pictures of a pumpkin with the company logo carved in it getting set on fire with a propane torch, Games Press will get it streamed to a few sites.

Tips: just post it; you never know whose attention you’ll get

Game Trailers

Game Trailers is the biggest game video site out there. It’s a constant stream of videos that people watch like TV, so when they post your video, it will immediately get thousands of views.

Tips: Upload videos often, don’t get discouraged if people mistake your early work for the final product, they’ll catch on eventually as they see more videos.

Conclusion

What’s more interesting: a finished asset or an entire time-lapse showing you everything from the initial strokes to the final product? If you can see the appeal of a time-lapse, you should also be able to see the appeal of open development.

There is often a PR quiet period for a game between when it is announced and when it is ready for preview. It makes sense that news sites probably can’t entertain their readers with your latest updates. However, such updates are interesting news to your community, so don’t sit on your hands, and keep showing what you’ve got.

Finally remember to stay agile. The gaming industry is already moving quiet steadily and web based PR tools seem to be moving faster than that. As a small agile company you’ll have the chance to be a first adopter on the next big thing