Artists tend to start with production. In the middle of the process ( sometimes at the end of production ) they just start researching about the market and how they can enter the market. That’s the main reason most of student’s projects fail.
Pain point A: Artists often assume that people who will use/purchase their games are like them. As a result, they project what they like/don’t like onto users. Yet, thinking that you are your user is a mistake. This effect in psychology is called the false-consensus — a tendency to assume that others share our beliefs and will behave similarly in a given context.
Do you want to learn how your users REALLY think?
Pain point B : Many students have amazing ideas. However, they fail because of their lack of knowledge of the business and market aspects. They spend a lot of time creating characters, assets and gameplayes, sometimes months or even years, hoping that their innovative product will sell in millions! They don’t know how to evaluate their users, market and plans.
We should add a class to their curriculum to teach them a better path: Assessment, understanding the user, creating a minimum vital product, testing, evaluating, a simple business model canvas and then putting all the efforts into the production.
Comments