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How GIANTS Software embraced self-publishing for the record-breaking launch of Farming Simulator 22

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Mon, Dec 20, 2021 11:13 AM

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Inside the five-year self-publishing journey of the Farming Simulator creators You have been sent a

Inside the five-year self-publishing journey of the Farming Simulator creators [View this email in your browser]( You have been sent a sponsored message via GamesIndustry.biz, in association with GIANTS Software How GIANTS Software embraced self-publishing for the record-breaking launch of Farming Simulator 22 Inside the five-year self-publishing journey of the Farming Simulator creators An ambitious newcomer, coming to grips with the realities of running their own operation and learning as they go. The cinematic for GIANTS Software's latest entry in the Farming Simulator series depicts the journey of a new farmer, but could easily tell the story of its creators taking on self-publishing during a global pandemic. While this approach would reap record-breaking benefits for the release of Farming Simulator 22 in November, GIANTS Software's road to self-publishing began in 2016, when it started building up its internal departments. "Our main goal was having, centralised within GIANTS, all the different efforts for the game: marketing, PR, development -- which was already in our hands -- but also publishing and distribution," head of publishing Boris Stefan explains. Before joining GIANTS Software early 2020, Stefan was responsible for 17 countries as head of digital business in Central Europe for a well-known Japanese publisher. However, his role at GIANTS would be a more global endeavour. "It's not only establishing the distribution network: it's also establishing how we want the distributors to work for us," he says. "I was aware of that, but I also knew that this could be a hard piece of work." "When Boris joined, I spent some time talking with him, trying to figure out what we need internally in terms of people, and what departments might expect us to deliver," head of marketing and PR Martin Rabl says. The onset of COVID-19 forced the studio to adopt a digital strategy for Farming Simulator 22, focusing on video content and giving out preview copies alongside small on-site events, whilst ensuring developers could work safely at home and in the office. "The most challenging thing was building up a distribution network all around the world without talking with the people face-to-face," Stefan says. "I had to learn to squeeze out the little things via video conferences." These efforts included establishing an ambassador programme, where community representatives in non-English speaking regions gave feedback to GIANTS about the game. "Usually they are people that already know the game quite well - some of them are influencers themselves. That helps us a lot to get in touch with more people than we could with just our forums or our own social media activities," Rabl explains. [To read full article, click here]( [Facebook icon]( [Twitter icon]( [LinkedIn icon]( Copyright (C) 2021 ReedPop. All rights reserved. You got this email because you signed up to an account on GamesIndustry.biz and agreed to receive promotional emails from our partners. Our mailing address is: ReedPop 1-6 Grand ParadeBrighton, East Sussex BN2 9QB United Kingdom [Add us to your address book]( Want to change how you receive these emails? You can [update your preferences]( or [unsubscribe]( [Privacy Policy]( | [Cookie Policy](

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