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      Solo Leveling: ARISE OVERDRIVE Demo Now Available on Steam!

      F1 25 Review – A Strong Comeback After Last Year’s Disappointment

      F1 25 Review – A Strong Comeback After Last Year’s Disappointment

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      Aniimo Is an F2P Open-World ARPG Featuring Creature-Collecting Gameplay Coming in 2026

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      Steam Next Fest June 2025 is now Live – Play and Enjoy Thousands of New Demos!

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      Legend of Zelda Live-Action Movie Gets Pushed Back to May 2027

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      Apple WWDC 2025: Major Updates Coming to All Your Devices

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      Behind the Blade: Developer Interview Reveals the Revival of SEGA’s Legendary Shinobi Series in SHINOBI: Art of Vengeance

      Behind the Blade: Developer Interview Reveals the Revival of SEGA’s Legendary Shinobi Series in SHINOBI: Art of Vengeance

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      Zenless Zone Zero 2.0 Interview – Producer Zhenyu Li Showcases Changes and Future Plans

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      [EXCLUSIVE] Inside Japan’s Indie Game Revolution – An Interview with BitSummit Organizer Masahiko Murakami

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      [EXCLUSIVE] The Art of Adaptation: Developer Interview Details the OVERLORD Mobile RPG Lord of Nazarick

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      Diablo IV Season 8 Interview – Developers Reveal Resurrected Belial and System Overhauls

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      POCO Head of Marketing Angus Ng Interview – From Online-First Strategy to Ultra Flagship Ambitions

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      [SEA Exclusive] From Shadows to Shipwrecks – Jennifer English Talks About Bringing Emotional Depth to Clair Obscur: Expedition 33

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      [LEVEL UP KL 2022] Toge Productions Head of Marketing Sarah Johana Talks About The Hook Analysis and How to Maximise Your Game’s Strongest Selling Point

      Lucas by Lucas
      3 years ago
      in All, Event, Industry
      Reading Time: 3 mins read
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      [LEVEL UP KL 2022] Toge Productions Head of Marketing Sarah Johana Talks About The Hook Analysis and How to Maximise Your Game’s Strongest Selling Point
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      The annual conference SEA Game Developers Conference LEVEL UP KL 2022 is back physically and we had the opportunity to attend a talk by Sarah Johana titled – The Hook Analysis: Finding Your Game’s Design Pillars and Maximising Your Game’s Strongest Selling Point.

      Sarah Johana is the Head of Marketing for Toge Productions, an Indonesia based Indie Game Development and Publishing company who worked on titles such as Coffee Talk, When Past was Around, etc.

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      During her talk, Sarah mentions some of the common problems that developers would normally face when creating games. Some of the issues stem from obstacles such as losing direction during development, not knowing how to improve the game’s prototype or even not knowing what people would want.

      Sarah also mentions that when it comes to making commercial games, what developers need to do is conducting market researches and market validations, essentially doing research on what do players want since it’s a hook that would help on grabbing player’s attention.


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      Hook Factors

      LEVEL UP Sarah JohanaSarah also talks about Hook Factors, which are the parts where developers can focus on to pull player’s interests. Factors like the game’s title, music, emotional impact that the game tells, the visuals, all play a part to make your games stand out.

      For games that have yet to be released, developers can give out forms asking for feedback to the players who played the demo. One of the key feedback they would ask players about would be the expectation price. All of the feedback will then be made into a score board, to which an analysis would be made on which parts of the demo have the highest or lowest scores.

      LEVEL UP Sarah JohanaDesign Pillar

      LEVEL UP Sarah JohanaThe Design Pillar can guide developers and lets them know what directions that should go for by narrowing down the focus points of the process of making games, like knowing what kind of playstyle a game should be, or what elements that you’d want. The main takeaway is to find a middle ground for both what the developers and the players want.

      Once the statistics are collected, the developers will need to maximise their game’s strongest selling points. For instance, if the players like the pixel artstyle from the game, when making ads, they’ll focus on showing off the pixel visuals. But there are times where the developers would need to change some of the elements in the game to make it more suitable for the market.

      Sarah mentions that the analysis aren’t just for the games but also for the marketing strategy or for the competitors. From this, you may know what the market already have or don’t have, so that you can focus on your game’s selling points. For most of the time, developers would give out the prototype of the game to people who are in the industry first, polishing it to make a solid game before they show it off to the public.


      Hopefully these important factors from the talk by Sarah Johana at LEVEL UP KL will help out future game developers who wish to put out their games to the public.

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      We are recruiting! If you want to break into the gaming media industry, don't miss out on the golden opportunity. Find out more: Malaysia. Overseas.

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      Lucas

      Lucas

      Weeb extraordinaire and consumer of anime and games. Tends to lean towards turn-based strategy games such as the mainline Pokemon series and Fire Emblem. Currently addicted to the critically acclaimed MMORPG FFXIV Online.

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