![]() ![]() To plan your booth space, though, you need hard numbers, so let's take a look: Since then, tinyBuild has made sure to plan its booth space to accommodate not just players, but spectators, too. Speedrunners proved such a spectacle, in fact, that it clogged the entire Indie MEGABOOTH, causing more than a few headaches for neighbouring exhibitors and frustrating the PAX Enforcers responsible for keeping the traffic flowing. The problem was, where No Time To Explain is a single-player game, Speedrunners is a four-player ruckus, prone to drawing large, boisterous crowds. ![]() Since tinyBuild was focused on showing off Speedrunners, Nichiporchik figured it would be better to use the MEGABOOTH space for it instead. This worked well until the team found out another of their games, No Time To Explain, had been accepted into the Indie MEGABOOTH, an area exclusively devoted to showcasing up-and-coming independent games. The team was showing off Speedrunners, a frantic four-player platformer, by strapping a laptop to the leg of Nichiporchik's business partner Luke Burtis and walking the game around the show floor. From a small standing booth crammed in among a dozen others just like it to a sprawling booth-opolis big enough to warrant its own zip code, a booth's size can cut into more than just the bottom line.Īlex Nichiporchik, CEO of tinyBuild Games, found that out the hard way during the studio's first trip to PAX. Pricing varies slightly from show to show, but the main differentiator is size. Let's start with the most obvious cost: the booth space. It proved such a spectacle, in fact, that it clogged the entire Indie MEGABOOTH" "Speedrunners is a four-player ruckus, prone to drawing large crowds. If setting up and showing off a game at PAX seems straightforward to you, prepare to change your mind. It also looks at the ways things can go wrong, and how to avoid complete disaster when they inevitably do. Collecting the wisdom of publishers and developers with countless conventions under their belts, this guide breaks down both the obvious and not-so-obvious expenses associated with showing a game at a convention. Wouldn't it be nice if there was just a simple guide that broke down all the costs, a primer both for first-time exhibitors and gamers curious about the other side of the convention experience? Hiring booth space alone is confusing enough, with prices obscured or missing completely on official convention websites. So I absolutely want this convention to keep going.How much do you think it costs to show your game at an event like PAX or TGS? $1000? $10,000? $100,000? Unless you've done it before, the answer isn't exactly obvious. This year, the team made sure that getting through the door was about as pain free as possible despite requiring proof of vaccination along with the necessary ticketing and security checks for entry. My GMing has increased since my last visit to the convention, and with it so has my appreciation for the work that it takes to get this rolling each year. Second, I want to thank them for the amount of logistics and cat wrangling it takes to get a group of tabletop gamers to do anything. Philadelphia has gotten some bad press as of late, but I never felt anything but safe and welcome as I walked through, to, and from the event space. I think that the area and community are an excellent fit with abundant transportation, housing, and food for a bunch of tabletop nerds, along with a city that prides itself on inclusivity. Before I begin, I want to take a moment to thank the organizers for a few things: One, for continuing to choose Philadelphia as the site. I was fortunate enough to attend this year, making it the third year I’ve managed to go. ![]() ![]() PAX Unplugged returned to Philadelphia this year, marking the fifth time the convention has taken place. ![]()
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