Jonas Antonsson

Jonas Antonsson

Reality Distortionist / Chief Everything Officer
Raw Fury

Roundtable Leader

Website: https://rawfury.com/


Breaking Through And Standing Out in a Crowded Game Market

Digital distribution, easy-to-learn game engines, platform access and now AI. All these factors have led to an ever-increasing number of games released each year. So how do you stand out, break through and become that one voice standing out, in a vast quire of thousands. Especially if you do not have a AAA marketing budget? Could the answer be as simple as looking at nurturing communities and the continued development of games and IPs post release? If so - what is needed? What are the steps to think about? And if not, why not and what to do instead? In any case, the “Fire and Forget” mentality of publishers is fading. It should also fade for developers.

Bio:

Jonas started as a developer implementing SW systems, but with a deeply rooted passion for games he began to teach courses on Game Design (Experience Design), operating systems and networks while also founding his own first game studio. Already as a teacher at the university he realised how he could positively influence and support the grass roots of the local IT / Creative environment in a Better Together spirit. From several board missions in the gaming industry through a position as VP for mobile, he formed Raw Fury 2015 to create the publisher he wish he had had as an early game developer; that treats people like people and games as art.