Justin French
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justin.gamedatacore.com
Justin French
@justin.gamedatacore.com
Co-Founder, CEO, Product Manager & System Architect @GameDataCore - The De-Risking & Decision Intelligence Engine for the Games Industry - Launching Soon! #GameDev #IndieDev
Meet Twiggy, the fluff ball.
#devCat
December 1, 2024 at 5:05 PM
Have you thought about adding voice acting to your games but hesitated due to costs, complexity, or management issues? I’ll explain our dialogue pipeline process in the coming days, based on my work with our titles and AAA dialogue.

#voiceacting #gameaudio #indiedev
November 27, 2024 at 12:32 PM
Today's lunch. Fresh Tomato Soup with cracked black pepper, a touch of double cream and Maggi. Yum 🤤

#gamedevdiet #foodie
November 20, 2024 at 1:33 PM
With the industry changes, it’s clear that a vertical slice is now essential for publishers. Our pitch deck made a strong first impression, but today’s publishers want to see the game in action. A playable demo has become the next step in moving from interest to funding. #GameDev #GamePitch
November 16, 2024 at 5:27 PM
Our pitch deck received multiple offers from publishers who saw Project Nightmare’s potential. But as the industry hit tough times, those deals fell through—a reminder that while a great deck opens doors, the journey has its challenges. #PitchDeck #FirstImpression #GameDev
November 16, 2024 at 10:05 AM
Presenting a clear, structured production plan was a game-changer. We broke down each phase of Project Nightmare’s development, showing we had a roadmap. Publishers valued our organisation, and it helped make our pitch even stronger. #ProductionPlan #GameFunding #IndieDev
November 15, 2024 at 5:27 PM
Understanding our audience was key to building a convincing pitch deck. For Project Nightmare, we positioned the game within its market niche, showing publishers we’d done the research. This market insight boosted confidence and helped secure initial offers. #MarketResearch #GamePitch #IndieDev
November 15, 2024 at 10:05 AM
Our team’s experience was crucial in building trust. We knew that publishers look at the team as much as the game. Highlighting our skills and backgrounds added credibility to the pitch, giving publishers confidence that we could deliver. #GameDevTeam #PitchDeck #IndieGame
November 14, 2024 at 5:31 PM
Replayability was central to our pitch. We showed publishers how Project Nightmare was designed for long-term engagement, with multiple playthroughs and updates planned. Highlighting replayability helped us demonstrate the game’s lasting appeal. #Replayability #GameDesign #PitchDeckTips
November 14, 2024 at 10:05 AM
We didn’t wait for polished assets to convey the feel of Project Nightmare. Early concept art and mockups gave publishers a sense of our game’s tone, which worked. Visuals can create an immediate impact, even in the early stages. #GameArt #PitchDeckTips #IndieJourney
November 13, 2024 at 5:27 PM
Our unique gameplay mechanics were a standout in the pitch. We highlighted features that set Project Nightmare apart, focusing on what made the game exciting and fresh. This uniqueness kept publishers intrigued and demonstrated that we had a game worth investing in. #GameDev #IndieInsights
November 13, 2024 at 10:05 AM
Looking for solo #boardgamer type people who are into #horrorgames to test our prototype. It's a videogame, but uses dice. Any of you out there?
November 13, 2024 at 1:56 AM
Telling a captivating story was essential. For Project Nightmare, our dark, immersive world became a powerful hook that led to multiple offers. Storytelling is more than lore; it’s an invitation into the world you’re building. #GameNarrative #Storytelling #GamePitch
November 12, 2024 at 8:27 PM
Our journey with Project Nightmare started with a pitch for a larger game in the Nightmare universe—a project now on hold while we develop a smaller title in the same world. This pitch deck made a lasting impression and opened doors with publishers, showing the potential of our vision. #GameDev
November 12, 2024 at 8:19 PM
Here's the last one on the list of 10 things to do to de-risk your game project as an #indiedev / #gamedev

Consider Early Access or a Crowdfunding Campaign
November 9, 2024 at 5:27 PM
Just 2 more to go; here's number 9 from the list of 10 ways to de-risk your projects as #indiedev's and #gamedev's

Highlight Community-Driven Development and Feedback Loops
November 9, 2024 at 10:05 AM
Here's the next tip on de-risking your #gamedev / #indiedev project, number 8:

Develop a Strong Visual Identity
November 8, 2024 at 7:31 PM
Here's the next tip on de-risking your #gamedev / #indiedev project, number 8:

Develop a Strong Visual Identity
November 8, 2024 at 7:28 PM
Here's the next tip on de-risking your #gamedev / #indiedev project, number 8:

Develop a Strong Visual Identity
November 8, 2024 at 7:26 PM
Here's the next tip on de-risking your #gamedev / #indiedev project, number 8:

Develop a Strong Visual Identity
November 8, 2024 at 7:07 PM
Here's the next tip on de-risking your #gamedev / #indiedev project, number 8:

Develop a Strong Visual Identity
November 8, 2024 at 5:27 PM
Number 7 - an important one when it comes to de-risking your projects as #gamedev's and #indiedevs

Define and Quantify Unique Selling Points (USPs)
November 8, 2024 at 10:05 AM
We're over the halfway point now with my list of 10 things #gamedev's and #indiedev's can do to de-risk their projects in order to secure funding. Here's number 6:

Conduct Market Research to Prove the Demand.
November 7, 2024 at 5:38 PM
Hey #TurnBasedThursday! We're developing Nightmare: Dicebound, a turn-based survival horror in the vein of Mansions Of Madness.

We're still a bit early, but will be doing some playtesting of our investigation and skill test mechanics this month over on our Discord (discord.gg/dreamharvest)
November 7, 2024 at 1:39 PM
Numero 5 on the list of de-risking tactics for #gamedev's and #indiedev's - Want to get your game funded, then make sure you're doing this:

5. Showcasing Proven Team Expertise
November 7, 2024 at 10:05 AM