17 Oct

Showcasing your game at conference!



Since Nasscom Game Developer Conference 2016 is around the corner, we figured that many of you developers might be preparing to showcase your game at the convention. Folks have been mailing us with various doubts and queries with regards to showcasing and it’s pro’s and con’s. Although we have shared our experience and the whole nine yards about PAX as well as Megabooth, I thought I will share general info regarding showcasing a game at any conference. Game conferences are awesome as it help you connect with other talented folks as well as spread the word of your game. So let’s jump into some various points regarding demoing your completed or work in progress game at such events.

tobeornottobe Many people have asked me in the past, whether such conferences are ever useful with context to ROI ( Return of investment). To be honest, we do not have any experience with release yet and we have no clue how it will reflect the sales however, I would always advice that you be present at as many conferences as possible. We as developers are 90% of the time hunkered down in our hovel working hard on that game. Venturing out and meeting other devs and industry folks is as important as making your game. If your goal is to not just make one game but form a studio which will produce amazing games then you need to start building your brand. People should know what you stand for and why you make games. Hence, if you have means to go to a convention, then just GO!

tablespace This is another questions which is asked a lot! Should I get a table space or booth space. For us, table spaces has always worked because we have been showing Asura (one game) at every gig for which a table or a kiosk works. Then for whom is the booth for? I reckon if you are publisher or if you have studio which has been working on 2 or more games, then a booth would be a wise choice. Also, if you are service based company, booth can add that extra professional touch with a table and chair for meetings and also tons of artwork and your marketing services all around the booth. TL:DR: Indie game/ One game = table space , Service based company/Publishers = Booth. ( if free, then always opt for booth, because they are cooler #fistbump )

preparing So let’s hope that you as a developer have made up your mind to showcase your game. The next goal should be to prepare for the same. As I mentioned above, we have been showcasing Asura at various conferences including NGDC, PAX, EGX etc. While showcasing your game is the highlight of the event, you should also produce some good quality physical prints like flyers, posters etc for your table space or booth respectively. This will vary depending on who you are, an Indie development studio or an established game development company. If you an Indie like us and showcasing your upcoming game, It is recommended that you produce flyers and posters respectively along with visiting cards. Flyers are the most important of them all as it will or should contain all the important details like website links, screenshots, some exciting features etc of your game. It also helps if you make the flyers in such a fashion that people can also use it as a poster. I have attached our flyers as an example. Below I have also attached the template for flyer which you can download to create your own!

showcasing It’s kind of scary notion for most of us game makers to showcase our game. You have been working on your product and you know that it is not ready but you are showing it off anyways, which kind of makes us all nervous with bugs and glitches looming around. In order to minimize goof-ups and maximize your showcase experience it is better to follow the below guidelines.
1.) Demo duration:  If you have a game which is a single player adventure, narrative experiences, it is always better to take some time off and tailor it for the show. What I mean by this is that you cut your game in such a manner that it showcases key game-play features and story points and offers a good understanding of the USP in a limited duration. Maybe at the end of the game, you can insert a ‘to be continue’ stylized splash screen or ‘coming soon’ page to enhance the effect. You can super creative and forge a cool demo and this  does not only create a concise and very good experience but everyone standing in the line gets to play your game.

2.) Elevator Pitch: You should be able to pitch your game in one sentence. I know this has become a norm but trust me, it takes a long time to craft a very good pitch for your game. Here is an example of how I pitch Asura with a simple formula:

A very curious gamer and defender of Azeroth: Hey what is your game all about?

Me > Asura is a hack ‘n’ slash roguelike with randomly generated skill tree and is inspired by Indian mythology!
In a single sentence and with clear and concise words, I have tried to put across the genre of the game, the sub-genre and the core feature. When you turn it into a forumla it looks something like this

Name of your game + Genre + Sub-genre + Core feature + Inspiration = The pitch of awesomeness. (#ijustmadethisupnow)

I am sure that a pitch can be craft almost for any games using the above technique. You can bend the rules according to your game but it should work just fine.

3.) Your presence: I have seen many times that there is this amazing table with an amazing game with no one is around to man it. I would suggest you avoid doing this no matter how dire the situation is. Your game represents you as the developer and someone from the team should always be present showcasing it. This is exactly why you should have at least have two people from your team at any showcase so that you can take turns looking around the gig and showcase the game. We don’t have the luxury to do this usually when the show is abroad but when it is a domestic gig then we make sure that me and Neeraj are both attending it. No matter how shy you are about public speaking etc, one of the team members should be the one showcasing the game. It really shows your passion for your craft and awesomeness. The attendees who will come to your space may have tons of questions or would be curious and no one can do justice to the answers if not you. It also casts a good impression if there is any press around and if they would like to know more about the game. My advice is that until and unless you are Jonathan Blow who is trying to experiment with their game, please be at your booth to showcase it!


4.) Tech and additional support: While at the gig, you might have a hard time managing the various contacts that you make. Sometimes, people wont have visiting cards and you might have just have to note down their contact details. You might have also received tons of feedback for your game which ofcourse is very difficult to remeber later if it not saved somewhere. For this purpose, it is always great to have a iPad or a tablet with google docs. You can make a feedback form or beta form for your game which you can ask the folks who are coming to your booth fill up. You can even create a feedback form which you can share with the attendees after checking out your game. This really helps you organize important documents properly without much hassle with really important “data and analytics”. Only concern is the internet connection so it may be best to create a native form in spreadsheet so that you can work offline. Do not, i REPEAT, do not rely on the internet for any shows! They usually wont be up to your expectation. If the spreadsheet is too much, at least carry a notebook so that you can just note it down. Also, please remember to get along a copy of winrar setup, xbox controller and other essential drivers as you might have a rough time downloading due to many reasons including low speed internet, no availability of internet, etc. Get your own hardware like joystick, keyboard, mouse etc even if the show will be providing it!

You might have ended up with tons of visiting cards and contacts from the show. After you head back your crib, office and a goodnight sleep, It’s the time for the follow up mails. Take out those visitng cards and contacts and make sure you craft a nice email regarding the show and your experience or whatever you would like to discuss further. Make sure to send it to all of them who have taken time to play your game or just visit you so that you can show your gratitude and awesomeness. Share your updates and how you are taking your game forward.

That is pretty much what i have regarding game expos for us indie game developers. Funny that I am writing on the floor of IGX as folks from the expo are building our space for showcase. It’s going to start in another hour or so to be exact, SUPER EXCITED :)


Hope you enjoyed the read and as always if you have specific queries or questions feel free to share it with us. Best of luck for your preparation and for your game, and hope to see you all in future game expos as well NGDC 2016!

Be Epic!

04 Oct

Using Optimized Texture Atlas for Particle System in Unity!


The tutorial will be much more helpful if you already have a basic understanding of the Shuriken particle system / Native particle system of unity and is directed towards Intermediate unity users.

The particle effects in your game which adds a lot of polish can also increase the Draw calls resulting in spike or decrease in FPS. This usually occurs when you have multiple elements of same effects  visible in the gameplay camera.


As an example, I made a spark particle effect for this tutorial. The particle was created using 5 particle elements and when used, it costs 4 draw calls. Now If I duplicate it multiple  times and simulate it all together in the game camera, it will cost 14 draw calls as shown below. This can be a huge problem and can impact the performance of your game especially when you have a ton of effects later in the development.


In order to curb this issue, we can always optimize the particles to help make sure that it is as efficient as possible. There are many guidelines on optimizing the particles and we recently started using Atlas for our textures in effects. This is a standard technique used in the game industry however while researching on this subject, we never found a good tutorial or concise document explaining the method and hence we thought why not share our technique!

I have used 4 different textures to make the below effect. It consists of a glow effect, sparkle effect, radial effect and a variant of sparkle effect. For the sparks flying, I just used stretched billboard with the glow texture. There are 5 elements used in order to create the particle but 4 materials hence when simulating it, it takes 4 draw calls!


In order to use this technique, we need to create an atlas and for the same purpose, we can use any photo editing software. Since each of our textures are 128 x 128 resolution, we can compile all the 4 textures into 256×256 as shown below!


Once done with atlas we can go ahead and import it to unity and prepare the material. We will use Additive shader for this particular effect.

If you replace your particle effect with the atlas material, it will not look as intended. This is because you  need to point out the correct texture to each element of your particle system.


We can select the correct texture in the atlas by using the texture sheet animation tab.


The texture tab in default setting looks like above. we need to change it according to our needs. We have 2 rows in our textures with 2 frames each in X and Y coordinates. We need to input the required coordinates, change the animation tab to Single sheet and turn off Random row. Then besides the Frame Of Time graph, you will see a drop down menu. Select the Constant option from the list.


After making the above said changes,  the texture sheet should look like something as below.


There are two options now available to us, Rows and Frames Over Time. Below I will explain what each does!


Rows:This is the value which denotes which row you would like to select in your sheet. Every horizontal break in your texture sheet will be called as Row. They ascend from the top of the page to the bottom. rows

Frames over life a.k.a Frames: Frames are the respective image in your atlas. Since atlas is a compilation of all the textures, the frame number can be used to identify and select the desired texture from your sheet. Refer the image to understand how frame numbers are divided.


After understanding the rows and frame settings, now we can select the desired texture from the sheet. Let’s have a look at our atlas below. If we want to pick a glow texture, then we would need to add Row:1 and Frame: 1. Using this mapping technique we can now start optimizing our entire particle system by selecting each element and replacing it with the corresponding texture in the atlas.


I went ahead and optimized all of the elements in the particle effects with the atlas texture and now we can see that the draw call has reduced to 1! No matter how many duplicates or instances I make of the same particle, the draw call is always 1. SUPER OPTIMIZED!


Using the atlas can a very powerful method when using with particle effects in your game. It can help maintain an optimal draw call and boost its performance. Making use of this technique can be very useful especially for mobile games where draw calls are a bane and can drastically impact the fps of your game.

Hope the tutorial helped you in understanding how to use Texture Atlas for your particle effects and may nothing stop you from creating that epic effects for your awesome game! :)


If you have any queries or if you were confused at any point when following the above process, please do let us know via the comments or email.


16 Sep

Submiting,Preparing and showcasing an Indie game at Indie Megabooth at PAX


If you weren’t aware, we recently showcased our game Asura at PAX West in Indie-Megabooth.

Indie-Megabooth  is a showcase of Independent game developers who get together to shed some light to the indie games for the gaming community as a whole. Asura was selected by the Megabooth team with other amazing Indie games. This was our first time at PAX as well as showing our game at the Megabooth hence we thought why not share some insights on our experience of  showcasing in Indie-Megabooth at PAX !

Since this was kind of a huge post and I had much to cover, it has been divided into three parts. The submission, preparation and showcasing of our game at the event. At the very end, I have tried to compile the whole experience into points for your ease so buckle up and grab that coffee because this is going be very very long!


We had already made up our mind in 2015 that we were going to showcase Asura in PAX West. We knew that the game had the potential to get selected and it was just a matter of working hard and a bit of luck in our favour. I had attended GDC 2016 where Indie-Megabooth had a presence and I met Christopher Floyd, one of the person in-charge for whole show. I had inquired and gathered up all the requirements and guidelines to get selected for the show from him where I pretty much sucked his brain ( Sorry Floyd if you are reading this!) and was super confident in our mission to be at Indie-Megabooth/PAX.

When the submissions opened up for the show, we already had a demo build of the game ready. We just had to prepare some of the additional assets like screenshots,videos etc. For the selection process, the jury is always looking for game-play more than style. Of course, style and presentation is very important but your submission should primarily emphasize game-play and various interesting mechanics of your game. For the same reason, it is not that important to have an amazing trailer with crazy transitions and text overlays but a clear cut video demonstrating various game-play features of your game. You must also make sure that the video does not extend 3 minute mark.

To keep in check of all the above guidelines, we cut a video where I did a simple run of the first level in the game and later added voice-over illustrating the various mechanics in the game. We actually rendered two versions one with voice over and other one with just the video.

DISCLAIMER- We are from India and English is not our first language, apologies if my accent throws you off. Also, it might seem a bit rushed but to cut a video of a game with randomly generated level as well as narrate and keep it within 3 minute was a challenge indeed! :)


After compiling all the assets and filling in the submission form, we sent Asura for the selection process. Please note that you can send your game even after the initial deadline, the whole caveat is that you will be then paying the late submission fee. The submission fee is 40$, if late then it inflates upto 100$.

This was pretty much our submission process for the Megabooth. If you want to know more, you can visit the Indie Megabooth Submission page to get detailed information about each and every aspect of the process. Please do not skip any of it if you are interested in submitting your game!

After a month or so, one fine day, I check my mail and there it is! An email stating that Asura has been selected for Indie-Megabooth. After a very brief celebration with Neeraj, other half of the studio, we started our preparation for Indie-Megabooth at PAX!


We are small team of 2 with a self funded company. We earn our bread and butter from doing services for third party game companies where we forge games with as much love as we contribute to our own IP. There is this myth that 3rd party developers are in the industry just to get the pay check and not for the actual love of making games. Well, we defy that expectation by working 18hrs a day and make sure everything we work upon is pretty much our 200% and try to forge everything as polished as ever.

With the funds that we generate from the 3rd party projects, we pretty much reinvest in our studio for development, tours and travel. It’s these funds which helps us to travel various conventions through out the year. Going to PAX is not a piece of cake when we take finance into considerations. The Air travel from India to states itself digs a big hole in our coffers and we were going to be exhibitors at PAX. With the current situation of our studio, only one of us could go to such events, which means only one person will be in charge of the booth and will be responsible for logistics. This also means that when flying, we have a limitation of 20 KG/45 Lbs + 1 additional hand baggage.  Keeping all this in mind, we had to make sure we made the most of the opportunity and prepare our selves for the event to come.

Our booth was sponsored by Intel and we got PCs from folks at Alienware which meant that we din’t have to carry any hardware at all which was best thing that could ever happen to us and made this whole gig even possible.

We had already showcased Asura in multiple events like Casual Connect, NGDC, etc and we were pretty confident of the state of the build. The whole aspect which had to be worked upon was the particle effects and ironing our some of the bugs for the demo as well as the recent features we had added in the game. Then we had to also plan the basic layout of our booth and get materials printed for the same.


If you weren’t aware, the Indie Megabooth, once your game has been selected, sets up a mailing group with all selected game developers where we are encouraged to chat and discuss anything related to games or queries we have regarding the event. This helped us a lot as I pretty much bugged everyone in the group asking them various questions for the preparation of the event.

For the booth, we already had one standee and a big flexi banner but were pretty sure that the Megabooth was a 10 x 10 sq ft area and we would need some additional stuff. Hence, we got another standee made for the gig. I also had made a rough blue print of our booth. The layout of the floor was provided to us which gave us a better understanding of the dimension and location of our booth!



We also planned  freebies for people who would come down to our booth. These were flyers and 3 high quality posters which were handed out to people, each as an appreciation for checking out the game and also something they could get their hands on until the game was released. In total, we had produced the following content for our booth at PAX!

500 Flyers
750 Poster / 3 designs
2 Standees
1 Flexi Banner

We already had tons of visiting cards printed so I took a bunch of them with me.

The Indie-Megabooth Team had advised us to not to reveal of our presence at PAX until a certain date. This was to amplify the effect of the announcement by pushing it in various media outlets all together resulting in much more impact. Jess Floyd, one of the Megabooth team member and graphic designer, forged an epic trailer for the same.


There are tons of parties which are hosted during PAX which can help with your networking and making new contacts. As an Indie-Megabooth exhibitor you get invites to some of the parties, others you might have to RSVP. In any case, heading over  to Event Brite and searching for PAX parties is a good way to check out what is going around during the show and RSVPing to the relevant one’s. You might want to do this as early as possible as some reservations may run out. In-order to keep tabs of all the parties that I was planning to attend, I made a spread sheet so that if my phone battery runs out, I still have something to fall back on. I had also taken print-outs of the same. It is also a good idea to save all your the invites as PDF on your phone or print them out so that you don’t have to rely on the internet to grab any info required.


A ton of e-mails were sent to various media outlets, youtubers, Streamers etc mentioning our presence at the show and inviting them to check out Asura.

I had booked the flight via Bombay. Why? because I am from Bombay and I get a chance to visit my family + It is way more cheaper.

We made tons of announcement in our various channels in social media as the dates for the event got close and eventually, time had come for me to pack and set out for the great adventure in Indie Megabooth at PAX!


It was a 22 hour flight with stop over at Newark and then to Seattle. I was supposed to reach on the 1st September as the event was going to start from 2nd to 5th. 1st was the set-up day and everyone of the exhibitors were supposed to arrive at the venue by 10.00 am. I was late thanks to the delay in the flight and reached the airport at 3.30 PM. After checking in at my hotel and dumping all my personal stuff, I took the standees and banners along with other booth stuff and set forth to the Washington State Convention Centre to set-up our booth for PAX. I reached at 5.00 PM, late but made it for the show, hooraaay!

Everything with regards to the set-up went as planned but with a ton of physical work. I had to first collect our hardware which meant two monitors and PCs as well as setting it all up on the table. Then came the setting up of the booth as the banner was hung on the back wall with the standees erected in the planned position. The Ogre Head logo was stuck on the side walls. Flyers and posters were neatly arranged on the table and it was now time to test the computers as well as load and play test the build.


Both the systems booted properly without much hassle and I inserted my USB to load the game. To my horror, I realized that what we had was a zip file of the game and the computers had no software to extract it. There is no internet inside the PAX halls and it is only available at the lobby so I rushed with my laptop and downloaded the set-up of Winrar. With the software in my hands, I finally was able to install the game in both the computers.

Now it was time to check whether the game was working smoothly with the audio. I boot up the game and to my astonishment, the joystick was not working as intended. It was all a mess. I do art and design, tech is usually Neeraj’s forte and I was super nervous of showcasing the game with mouse and keyboard controls. We had an Xbox 360 controller as well as Xbox One controller and both were not functioning properly. I got an idea of asking the folks at Xbox whether they could lend me a pair of controllers for our booth and without any hesitation, the person at Xbox just handed me whatever I needed. ( I forgot to ask your name but dear Xbox dude, if you are reading this, THANK YOU VERY MUCH!)

Back with the new pair of Xbox Controls, I plug it in and to my chagrin, it still does not work. Disappointed, I tried asking other developers regarding the issue I was facing. In front of our booth was Monster and Monocule, an amazing game on showcase, and I inquired them regarding the problem. It was then that I realized that the issue was with the old drivers and we had to install the updated once. Lucky for us, he already had the drivers in a USB which he shared with me. Installing it fixed all the issue and the build was running smoothly with full power.


With everything working smoothly, Our booth set-up was complete. It was a lot of physical and mental work especially after a 22 hour flight but seeing it all coming together is a great feeling and with that we were ready for our first Indie-Megabooth experience at PAX West!


On 2nd September, PAX began with full glitz and glory. Only Media were allowed during 9AM to 10AM and we were able to showcase our game to multiple outlets freely without any worries of a big line. After 10 AM, the gates opened up for everyone and a sea of people barged in the halls to check out all the available games at the show. PAX, being one of the most prominent games event, garnered a huge amount of crowd. Thanks to the volunteers at the gig, everything was managed very smoothly.

Our booth had attracted a good amount of folks at the show and the game was being enjoyed on both the computers, majority of the time. Being the one man army at the booth was a challenging task as I had to introduce the attendees to our game, then explain the basic controls and reset the game if need be, all while managing the queue for the game. If I would not pay attention to the people waiting in line, they would then move on to check out the other games as many attendees at PAX where only present for a day.

I had noticed that the flyers would keep the people waiting in line busy as they would go through the features of the game. As soon as they read that the game was something akin to their interest or genre, they would then be more then willing to wait in line to check out Asura. One of the key features of our game is that ” It has randomly generated skill” & “It is inspired by Indian Mythos”. When most of the people would hear this, they would then be intrigued about the game and would wait for their turn. Hence, I started freely giving away flyers to anyone entering our booth and the idea worked like a charm.


90% of the people who played our game had  a session of about 10-15 mins and most of them were able to traverse till level 2 after which they would either destroy the boss and stop or they would die. Our game, having a procedurally generated level makes it very difficult for us to manage the demo time and reducing the duration was just not possible. This meant that anyone waiting to play the game had to wait for 15-30 mins depending on how many people were ahead of them in the queue.


Since I was the only one managing the booth, I could only afford to take a 15 min break during the day. Thanks to Ryan Gadz, one of the volunteers at Indie-Megabooth and a game developer himself, I was able to  grab a quick bite of my sub sandwich while he took my role and managed the booth. I would either grab a sub or sandwich from a local store on my way to PAX, It was way cheaper and much more convenient than buying anything from the show-floor. Even a 250 ml water bottle is for 3$! TIP: It is way better to scout for a store or super market as soon as you check in the hotel so that you can grab your snacks/lunch etc while coming for the show.

By the end of day 2, I had ran out of all flyers which meant that there was no means of managing the queue. From the 3rd day on wards I could only handle the crowd who were playing the game where as the folks standing in the line just had to wait. I had tried to introduce them to the game but most of the time was spent with people who were playing!

Every evening after the show, there was some party to attend which kept me busy and helped improve our contacts significantly. Got to meet a ton of people from the show floor where we discussed our design process, business etc. As during the day, everyone is super busy managing the booth or checking out games, It is these parties where you get opportunity to further develop your contacts.

We have always made it a point to showcase our game, conveying as much info as we can to the visitors of our booth and always helping them out if need be. No matter who you are, Media, Publisher or a gaming enthusiast, we always make sure that you have a good time! This attitude helped us a lot. Many of the media folks or the publishers at the show would not reveal their badge, almost making a stealthy move inside your booth. I realized this later in the party when I could not recognize some of the people in there but they would recognize me thanks to the game and then introduce themselves.


I had almost no time to check out the games of other developers but managed to get my hands on some of them around our booth. That is for another post though and it should be out soon!

One of the best thing I realized about PAX is that people who attend, for the most part, are truly passionate of video-games. After finishing our demo, majority of them would then discuss the various features they enjoyed, points they thought needed work as well as some great tips on how to improve the game. Some people were super into the lore sometimes staying back and talking with me for half an hour understanding our process and inspiration. We even had multiple people return again to our booth either with themselves or with their friends. It was one of the first times we have experienced this where in we directly get to meet our customers and to see them enjoy and engage in a conversation about our work truly feels great and inspires us to work even harder!


Showcasing at an event at PAX not only gives your game abundance of exposure but if done right, can help you actually improve the game. At the end of it all, it depends of what you desire from a showcase like this. If your game is all set for release, then tailor it to make sure you get maximum exposure. It was an amazing experience to be in the Indie-Megabooth, among so many great games, in between all the gaming fanatics and working hard with other developers and boy, was it worth it.

It takes an incredible amount of effort and co-ordination to set-up a show like Indie-Megabooth and it is only possible with the super hard work of all the Indie-Megabooth Team including KellyChrisotpher, John, Jess and others. Not to mention, the volunteers who really really work hard to manage everything during the show and make sure the exhibitors showcasing the game are all fine. Being alone at the booth was exhausting but nevertheless the experience and the pleasure of showing your game to literally hundreds of people trumps everything and meeting other developers and playing their games makes it all worth it at the end!

During the show,  Asura was selected as Gamespot “Top 10 Favourite Indie Games”. It has also been selected as PAX West 2016 Picks by IndieGames website. We have also been featured in a couple of other websites for example, UniqueDropsHandsomeTrustworthy etc. We also got interviewed by Cohhcarnage, one of the top twitch streamers! It ‘s just been a week since PAX and there has been multiple news outlets, let’s players as well as gaming enthusiasts who have contacted us for interviews, a short demo, as well as other spotlight features for the game. We are in conversation with all of them and lining it all up so that it can have maximum effect on the release of the game. Showcasing at PAX and being a part of Indie Megabooth definitely helps spread the word of your game. It is way early to share a detailed insights on results of attending PAX and Indie-Megabooth and I will be sharing more about this soon but it goes without saying that it  has definitely helped us garner a lot of attention and press around the game. Our 2 cents would be that if you get the opportunity then make the most of it!


Before you take leave, We have tried to compile all of the above experience into a couple of points, hope it helps!



.) Plan the demo to submit for Megabooth way ahead and don’t wait for the submission dates to be revealed

2.) Your submission video should convey ”GAMEPLAY” and should be on point. It should not be longer than 3 minutes.

3.) Have a strong and honest reason to a part of Indie-Megabooth.

4.) Don’t be discouraged if your game is not polished, If you have the core mechanics working, SUBMIT IT!

5.) If Late, you can still submit by paying an extra fee. Do not be late :)



1.) As soon as you receive the selection mail, celebrate and then have a look at your studio finances. If it is good then let’s move on to point 2.

2.) Book your flight tickets. Make sure you at least land on the day of the booth setup. Hope you have a visa or else start the process of getting one  ASAP!

3.) Book your accommodation as close to the venue as possible.

4.) Visualize your booth setup and plan your marketing assets !

5.) Get all your marketing assets printed at least a week before the show.

6.) Run a search in Event Brite to check for parties and RSVP!

7.) Google map all the location you will be visiting for the parties etc and make a spreadsheet of the address for the venue. Print them out so that it can come handy if your phone battery runs out.

8.) Be good with your communication with the folks at Indie-Megabooth and also other exhibitors in the mailing list. You will responsible for a ton of forms, formalities etc and your quick response will be expected.

9.) When in doubt, Ask! The Indie Megabooth team and the whole crowd are super chill and amazing!

10.) If you are planning for any freebies like flyers, metal Badges etc then make at least 1000-1500 of them.



If you going to use 3rd party hardware then the following points might help!

1.) Bring a copy of Winrar setup file or any file extraction tool along with any essential software you might need.

2.) Bring a copy of the latest drivers for your controller or any specific hardware you might use.

3.) Do not rely on the internet at the show.

4.) If you can design and tailor your demo under a time frame of 5 min to 10 mins and can convey all the mechanics then it would be highly recommended!



1.) Get water and food on your way to the show. The convention food is $ EXPENSIVE $.

2.) Make sure you be at the show by 8.00 am.

3.) Communicate with your volunteer as soon as you reach the venue and co-ordinate with them.

4.) Every single person entering your booth is equally important, whether it be press, an attendee or publisher. Give them equal attention!

5.) The folks coming in your booth feel great when you engage and show interest in communicating with them regarding your game!

6.) When someone has finished your demo, try to hand out the freebies yourself with a closing talk which can be anything from receiving their feedback, informing them where can they buy your game or the just showing gratitude for coming to your booth. The point is to send them off with a smile on their face!

7.) Make sure to always ask your fellow exhibitors about their condition and whether they require any help. It’s war out there and you might not know which one of your brethren might need help!

8.) Parties are awesome but remember that you are in the show for 3 to 4 days so be in control!

9.) If any trouble, there is always the Indie-Megabooth HQ as well as the volunteers who are more than happy to help!

10.) Work your butt off and have a blast!

Congratulations on making it to the very end of this super long post and thanks a ton for dropping by. Hope our experience at Megabooth and PAX will help if you are planning to showcase your game.

If there is anything we would like to say at the end of it all, it’s that if you are an indie game developer then you should PAX, you should Megabooth, YOU MUST!

For any queries please contact zain@ogrehead.com or support @ogrehead.com| Get Presskit here: http://ogrehead.com/press