How to Humanize Your Studio and Set Player Expectations with Astrid Rosemarin
As a studio, having processes for how you communicate with your audience is always important. However, sometimes how we communicate with players can come off as unauthentic or at a frequency that is just isn’t humanly possible and can set unrealistic expectations.
That’s why Astrid Rosemarin of New World Interactive joins us today to share her thoughts on how her team approaches the concept of “humanizing” the studio and how doing so can help realign player expectations for your games…and possibly the industry as a whole.
Q?Box Round Answers!
What was your favorite stuffed animal as a kid?
What cereal brand best represents your personality?
Doesn’t have one…but loves cereal without milk.
If you had to sing karaoke, what song would you pick?
Whatever anyone else picks and is having fun with.
If you had a theme song, what song would it be?
The Cha Cha Slide.
What game are you playing now (like…RIGHT NOW)?
TIPS and ADVICE
We covered quite a bit today. Could you list 3 suggestions or tips you would recommend to indie devs based on our discussion?
- It’s ok not to fret about everything related to community and communications.
- Throw the spaghetti at the wall and see what sticks!
- The more you can do to educate people outside of the industry the better!
RESOURCES AND LINKS
How to get in touch with Astrid and New World Interactive
Astrid’s Twitter: @astridrosemarin
Astrid’s LinkedIn: www.linkedin.com/in/astridrosemarin/
Astrid’s Email: arosemarin (at) newworldinteractive.com
Website: New World Interactive