2026/10 - Strategies and Action plans for Game Discoverability (Gregory Queste)

Formation créée le 06/09/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (4 jours)

Accessibilité

Oui
Cette formation est gratuite.
S'inscrire
Cette formation est gratuite.
S'inscrire
Cette formation est gratuite.
S'inscrire

2026/10 - Strategies and Action plans for Game Discoverability (Gregory Queste)


Learn how to make your game more discoverable on Steam and beyond. This practical masterclass helps indie studios understand store algorithms, improve their Steam page, build external demand through creators, PR, community and social platforms, and leave with a concrete discoverability action blueprint that will serve a go-to-market plan. From October 19th to October 22nd - 10:00am-12:00pm every day (CET Time) - Remote training (GR1) From October 26th to October 29th - 10:00am-12:00pm every day (CET Time) - Remote training (GR2)

Objectifs de la formation

  • Understand how discoverability works across Steam, social platforms, creators, PR, community channels, festivals and paid media.
  • Know how Steam visibility is influenced by store page quality, tags, wishlists, player behaviour, purchases, reviews, updates and external traffic.
  • Learn a practical method to define or refine a game positioning statement based on audience, genre, player fantasy, hook and comparable games.
  • Know how to build or improve a Steam page, including capsule, trailer, screenshots, short description, tags, localization, demo and call-to-action.
  • Know how to sequence campaign beats such as Steam page launch, announcement, demo, playtest, festival, creator outreach, press beat, launch and post-launch update.
  • Create a practical discoverability action plan and the foundations of a Go-to Market strategy.

Profil des bénéficiaires

Pour qui
  • Studio founders
  • Indie studio CEOs
  • Producers
  • Product managers
  • Marketing managers
  • Communication managers
  • Community managers
  • Publishing managers
  • Business developers
  • Solo developers preparing a commercial launch
  • Game directors involved in positioning and go-to-market decisions
  • Developers responsible for Steam page, audience building or launch planning
Prérequis
  • Be currently working in or with an independent game studio.
  • Be involved in production, marketing, publishing, business development, community, communication or launch planning.
  • Have a game project in development, preparation for announcement, pre-launch, launch or post-launch.
  • No advanced marketing background is required.
  • A live Steam page is not required.
  • Participants without a Steam page will work on a Steam Page Blueprint.
  • Participants with an existing Steam page will work on a Steam Page Audit.
  • Basic familiarity with Steam as a player or developer is useful.
  • Access to a browser, Zoom and Miro or FigJam is expected.

Contenu de la formation

Module 1: Discoverability Foundations: from unclear product to clear player promise
  • 1-A. Understand why discoverability starts before algorithms.
  • 1-B. Analyse how audience clarity, genre readability, visual hook and positioning affect visibility.
  • 1-C. Compare strong and weak indie game positioning through real store examples.
  • 1-D. Build or refine a game promise based on player type, genre, comparable games, core fantasy and hook.
Module 2: Steam Page Strategy: build or optimize the conversion hub
  • 2-A. Understand how Steam visibility works in practice.
  • 2-B. Clarify the role of tags, traffic, wishlists, purchases, playtime, reviews, launch visibility and updates.
  • 2-C. Analyse the anatomy of a strong Steam page: capsule, short description, trailer, screenshots, tags, localization, demo and CTA.
  • 2-D. Build a Steam page blueprint or complete a Steam page audit.
Module 3: Integrated Marketing Communication: create external demand before expecting algorithmic reach
  • 3-A. Understand how Steam, creators, PR, social platforms, community, festivals, ads and platform relations work together.
  • 3-B. Learn what each channel is useful for and when it should not be used.
  • 3-C. Build a realistic campaign sequence around announcement, demo, playtest, festival, creator outreach, press beat, launch and update.
  • 3-D. Create a Discoverability roadmap adapted to the studio’s maturity level.
Module 4: Algorithms, Launch Momentum, Measurement and Action Plan
  • 4-A. Compare how Steam and social platforms reward different signals.
  • 4-B. Learn which KPIs matter depending on the maturity level of the studio.
  • 4-C. Understand launch and post-launch visibility loops: reviews, discounts, updates, events, announcements and creator reactivation.
  • 4-D. Build a practical discoverability action plan with next actions, priorities, risks and measurement points.

Équipe pédagogique

Gregory Queste is a Senior Gaming Brand Marketing and Communication Consultant, with 23 years of marketing experience, including 18 years in video game publishing at Electronic Arts and with indie studios, and 6 years in tech innovation. He helps game studios sharpen their positioning, build effective go-to-market strategies, and run their own self-publishing efforts. His experience spans major franchises and genres, including Battlefield, Medal of Honor, Star Wars Battlefront, Mirror’s Edge, Mass Effect, Dragon Age, The Sims, Dead Space, Need for Speed, Burnout, Skate, Command & Conquer at EA, and many indie games since 2023. For GameSkills, Gregory brings a practical, straightforward approach to help independent studios understand how store visibility works, what influences discoverability, and how to turn those insights into clear, concrete marketing actions.

Suivi de l'exécution et évaluation des résultats

  • Initial and final self assessment form (10 min each)
  • Initial and final skill evaluation form (10 min each)

Ressources techniques et pédagogiques

  • Presentation deck, Miro/FigJam, Game Positioning Canvas, public Steam pages, screenshots, trailers.
  • Integrated communication diagram, channel role matrix, campaign beat timeline, press/creator pitch examples, Discoverability roadmap.
  • Presentation deck, KPI Dashboard Template, Launch/Post-launch Checklist, Discoverability Action Plan Template, Miro/FigJam,

Qualité et satisfaction

Learner satisfaction rates and attendance

Délai d'accès

2 semaines

Accessibilité

For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.