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Video: How SteamWorld Dig's devs found success in the 'blue ocean' of 3DS
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
August 27, 2015
2 Min Read
Making a quality game is messy business, and manging to pull it off doesn't guarantee success - once you make your great work, you must be able to sell it.
The key is getting visibility and buzz, and at GDC Europe 2015 Image & Form (SteamWorld Dig) CEO Brjann Sigurgeirsson explained how to do that with a minimum of expertise, contacts or huge budgets.
The trick, he says, is to steer clear of the "red ocean" markets -- the highly competitive, overstuffed mobile market, for example -- and focus on bringing your game to a "blue ocean" like the Nintendo 3DS. Do that, argues Sigurgeirsson, and you'll have greater success developing premium games.
His presentation was funny, practical, and well worth your time to watch for free over on the official GDC YouTube channel.
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Read more about:2015
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