I needed a quick, printable schedule for GCAP so that I could better organize content and livetweeting opportunities over the two day conference.

I thought some of you might want it too!

Download, print, do with as you will:

Note: Is split into two sheets. Click the second tab for day 2!

Note x2: Speaker Twitter handles are to the best of my ability. Apologies for anyone who I could not locate!

As a follow-up from my Status Report Templates post, I thought it’d be a good idea to cover reporting individual issues into your team. While a weekly or monthly summary is great for highlighting the more general issues, sometimes you need to quickly communicate issues back into the team individually, or with more direct information. These are often communicated via a quick email, and generally contain either a single (high or critical severity issue), or a collection of 3-5 of the most relevant individual issues.

Audience: Community Managers, Social Media Managers
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If you’re working in social media or community management, reporting your progress and general status back into the larger team can be hugely beneficial. While keeping in contact with key members of the team on a day to day basis is absolutely critical, summarizing the state of the community on a regular basis can help ensure the larger team is kept in the loop and has an opportunity to more directly participate.

To that effect, here are a few basic report templates. Feel free to use, adapt and modify for your personal needs!

Note: While not included in these examples, if you’re able to use visuals in your reports: DO IT. Visual content, be it screenshots, growth charts, etc. adds substantially to the readability and visual interest of your report.

Part 1 in this series: ‘Just Put it on Steam!’ Is Not a Strategy

Audience: Independent Developers, Self-publishing

What: High level overview of the areas outside of ‘make a great game!’ that should be considered before you launch. Not all of these may apply to your individual title, but it’s worth the exercise of considering each high-level area and its implications for your game.

When: Ideally you should be thinking of these throughout the development of your title, and make a special effort to revisit and focus on them no less than 3-6 months prior to launch (for any title which has been in development for more than 1 year).

NOTE: Questions provided are only intended as a kicking off point for brainstorming and consideration, and are not intended to be all-encompassing. Please seek additional information and/or guidance from subject matter experts as applicable.

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