Stream your fundraising
Live Fundraising is a great way to tell your story, engage with donors, and create a richer connection to the mission!
Great, how do I get started?
You'll need a device to stream with (smartphone, desktop/laptop, Xbox, or PlayStation 4)
Download a streaming app to your phone (Streamlabs, Twitch, YouTube, or Mixer Create) or software to your desktop (like Streamlabs, OBS, or XSplit)
Set up an account with a streaming service (Twitch, YouTube, Mixer)
Add your streaming username to your fundraising page & save – you're ready to go!
Click Your Page in the top bar
Click the Settings tab on your page
Choose your service and enter your username
Note: YouTube requires you to enter the full URL to the live video, not your YouTube username
Click Save Changes
Share the link to your fundraising page on social media channels, text messages, and email to let people know when to tune in
Here's a quick guide of what you'll need depending on your device:
Smartphone with camera & microphone
Wireless data or WiFi connection
Streamlabs App (streams to Twitch, YouTube, Mixer)
Mixer Create app
Desktop or Laptop
Streamlabs OBS (Recommended)
Add the overlay in the Source panel by choosing Browser Source and pasting in the overlay URL provided when you edit your stream settings on your fundraising page
Add the overlay in the Source panel by choosing Browser Source and pasting in the overlay URL provided when you edit your stream settings on your fundraising page
XSplit (Windows Only)
Desktop/laptop extras to customize your stream
Add our overlay to your stream that shows our logo, your fundraising progress, recent & top donations (desktop/laptop streaming software only)
Other alert options
Get on-stream donation alerts with the Charity Streaming integration in Streamlabs (desktop/laptop only)
Get on-stream donation alerts and totals with StreamElements Extra Life suite (desktop/laptop only)
Get on-stream donation alerts and totals with XSplit (desktop/laptop only)
Get on-stream donation alerts and totals with either of these two community created applications!
Extra Life Stream Helper from @bread_man
Extra Life Donation Tracker from @djotaku
Using a bot to help share your fundraising page
You can add a bot to either periodically share a custom message during your stream or to activate a message when a command is typed in the chat. A great way to make sure your viewers know how to donate is to create this command with a message to share your "participant page".
Okay, but "why" you may ask?
We've found that when you share this information in a regular, structured format, people are more likely to make that donation! If you don't ask for a donation, you're not going to get one! Let your bot ask or share the donation page information while you're in the middle of playing or one screen shenanigans!
There are several bots available and they function in very similar fashions!
Have a look at StreamLabs Chatbot, StreamElements Chatbot, Moobot and Nightbot!
Feeling stuck? Head over to our Discord channel's "Streaming tips and tricks" section and ask our community for help!
Streaming for Extra Life
You've set up your stream, you've tested everything and now you are ready to start playing games and raising money #ForTheKids! Here is a quick checklist to put that final polish on your stream.
When sharing Extra Life on social media, be sure to @ExtraLife4Kids. Add #EXTRALIFE to social media posts and your stream title.
Set your "game" or "tag" to Extra Life on both Twitch and Mixer!
Check out the Extra Life media kit. It includes overlays for your stream, graphics, talking points and more!
In the broadcast kit you can see additional graphics for your channel! You can add a pre-made channel badge to your profile and link it to your donation page.
Asking for donations
Playing games is the EASY part, the tough part is asking people to help. Think about how to ask for the donation during your stream. What would make you consider to donate? Take a look at our Miracle Stories and share them during your broadcast to help show why our hospitals need these funds! Take a look at these reports from your very hospital to see where the money goes! Check out these fundraising tips from the community and wise words from the founder of Extra Life, @Doc!
Why do you "Extra Life"?
Extra Life all begin because the life of one little girl in Orange, TX. Her story has inspired thousands of people to play games #ForTheKids. What's your story? Why do you participate in Extra Life? Do you have a connection to your children's hospital or know someone who does?
Need some inspiration? Check out these "Why I Extra Life" stories!
Your hospital wants to know that you're playing for them!
Did you know the hospital you play for LOVES Extra Lifers? They would love to know when and where you're streaming! Need help connecting? Send us an email to Community@Extra-Life.org!
This basic streaming primer should get you well on your way to streaming and sharing Extra Life online! Be sure to swing by our official Discord for additional tips and tricks!
For additional resources check out this guide!
When you're ready for more, head over to Twitch's Creator Camp!
Bruce Straley announced his intention to leave Naughty Dog last night. Straley made a name for himself handling the art on the Sega Genesis game X-Men, and has had a somewhat legendary career ever since. He had a hand in the creation of Crystal Dynamic's Gex: Enter the Gecko, joined Naughty Dog to work on Crash Team Racing, moved onto the Jak & Daxter series, became the game director of Uncharted 2, and then was made the game director of what would eventually become The Last of Us. Most recently he won awards for his work on Uncharted 4: A Thief's End.
This is the guy that gave us "The Bruce" during E3 2012 when The Last of Us was announced.
After 18 years, Bruce Straley departs from Naughty Dog to pursue interests outside of the game industry. "This has been the hardest decision of my career, Straley wrote in a blog post discussing his career move, "Naughty Dog is home. The Kennel is family. I’ve learned and grown so much from working with this incredible team. But after heading up three extremely demanding projects, and taking some extended time away from the office, I found my energy focusing in other directions, and I slowly realized this was the signal that it’s time to move on."
Straley talked about his beginnings at Naughty Dog saying, "I was employee #15. From day one, I knew I was surrounded by some of the most talented, driven, and passionate people in the industry. They were pushing themselves to do things beyond what they even thought was possible, which in turn pushed me, and I loved it! I mean, it was also extremely intimidating, but the energy and determination to make something great, something we could all be proud of, was infectious. And that’s the way it still is to this day. [...] I can't wait to see what they create in the future."
He ended his statement with a heartfelt expression of thankfulness for co-workers, friends, and fans:
Naughty Dog is sure to feel this departure. Straley is a talented developer - here's hoping his next workplace can help him find happiness and a bit of rest after going through the crazy process of creating numerous AAA titles.
We finally have more details on the upcoming Square Enix title Project Octopath Traveler that was teased during the Nintendo Direct back in February. With Project Octopath Traveler, Square Enix seems to be angling to recapture the retro RPG fans with stylish presentation, a branching narrative, and a unique combat system.
Watching Octopath Traveler in action and it immediately becomes clear that you've never seen anything quite like it. Square Enix announced that the title will make use of a new aesthetic technique that they have dubbed HD-2D. This new style looks like an old-school RPG format that has been tilted into a 3D world while retaining 2D characters. It's certainly unique and eye-catching while retaining that ye olden days RPG feel.
We now know that the octopath in Octopath Traveler references the eight potential protagonists that players can select when beginning their adventure. Each character has their own story, motivations in the world, and a unique ability that will allow them to pursue their goals. The two characters shown, Olberic and Primrose, can manipulate NPCs. Olberic can challenge almost anyone to a duel to prove his strength or move characters out of his way. Primrose, on the other hand, can seduce NPCs to help her on quests or lure enemies into traps.
While Octopath Traveler certainly seems like a retro RPG, Square Enix has been experimenting with combat mechanics. Turn-based battles that will be immediately familiar to RPG fans are present in full force, but the major difference in Octopath Traveler is the ability to gain Boost Points with every turn that passes. These points can then be used to boost attacks, doing two, three, or four times more damage. They can also be used to heal, cast spells, or even chain combos together.
A demo for Octopath Traveler is currently available on the Nintendo Switch eShop. The full game is expected to release sometime during 2018 and, while it has certainly been covered in Nintendo events, it seems like it might be coming to other systems as well.
Far to the north lies a mysterious school for the magically gifted. Children go there to learn how to harness their magic and make the world a more enchanting place. Of course, as with most magic schools, Ikenfell has had its share of near disasters from various magical mishaps. Luckily for the school, one of the most popular students attending Ikenfell has always managed to save it from destruction before going home for the summer. What happens when that student disappears, leaving friends and family behind?
Mysteries both magical and mundane beckon in Ikenfell. Players venture there to track down the erstwhile hero of the school, but in the process, they'll make friends, rivals, and maybe even find some romance. Oh, and they'll have to fight some monsters in classic RPG fashion.
While the story, retro visuals, and RPG mechanics might be some of the biggest draws in Ikenfell, it's certainly worth mentioning that the music is being handled by aivi & surasshu, a duo best known for their work crafting the songs from Steven Universe. Their heartfelt, grounded-yet magical work seems to be a perfect fit with where creator/writer/designer/artist Chevy Ray Johnston wants to take the world of Ikenfell.
We had the opportunity to talk with Chevy Ray Johnston and ask some burning questions to learn more about Ikenfell's delightful magic.
Could you tell me a little about your background/history in game development?
Chevy Ray Johnston: I've been developing games for around 18-20 years now, starting way back on Hypercard on the Macintosh. I used to make adventure and story games using the software's built-in drawing tools, hand-drawing every single room in the games. I would distribute the games to my friends on floppy disks, hand-drawing the labels for each one.
I moved onto Game Maker for several years, making weird experimental games, before moving onto Flash around 2009, where I continued to make weird experimental games. Eventually I started getting work doing games, animation, advertising, and gallery exhibitions doing Flash work.
You can see more info about some of the games I've made on my website. This is a small selection, I think in total I've probably created ~20 or so games on my own, and worked on over 30.
I now know a dozen or so programming languages proficiently and am running my own game company that is working on Ikenfell.
How long has Ikenfell been in development?
Chevy: Ikenfell has been in active development since January 2016, so just over a year and a half. I can find old mockups and prototypes that look... suspiciously similar... dating back to 2006 though.
Where did the initial idea for Ikenfell come from and how has it changed over the course of development? What games/movies/books/*insert media* did you look to for inspiration? I definitely get some Earthbound vibes from what little I've seen.
Chevy: I've had various ideas for a witch/wizard game in my head for a long time that has seen many different prototypes. It wasn't until I read Carry On by Rainbow Rowell that I finally got a huge spark of inspiration, deciding to place the game at a magic school setting. A small location, completely doable content-wise, but a way for me to fill it chock full of detail, history, personality, and hidden secrets everywhere.
It started out as an open-ended action RPG actually. You could get different magic spells in any order that would help you explore the school and access different areas. That actually still sounds really fun, but it didn't fit my vision for the story and aesthetic of the game.
I wanted you to be able to play a group of friends and rivals, magic students! So I decided to make it a turn-based RPG, and initially it was more inspired by Fire Emblem and Shining Force, battling in the game's regular perspective with a party of magic school friends. What I didn't like about this was that suddenly every room, all the maps, had to be designed for battles, and they hogged all the space. The rooms didn't feel like real rooms anymore, just big open spaces, weirdly laid out for battles, and it lost a lot of its potential personality.
Moving battles into a second screen allowed me to keep the school looking and feeling like I wanted, and I decided to spice up the battles by giving them bigger sprites and more animated graphics so they'd feel really big and exciting. I kept the strategy-RPG elements, but mixed it in with some inspiration from a few of my favorite games of all time: Chrono Trigger, Mario RPG, Paper Mario 1/2, and Final Fantasy Tactics.
You describe it on Twitter as a game about hugging and kissing, magic, monsters, and there seems to be combat, so how does that all come together mechanically? Can you hug the monsters?
Chevy: At its core Ikenfell is a game about relationships. Relationships between friends, lovers, ex-lovers, rivals, students, teachers, apprentices, and yes: monsters. Unfortunately you don't get to hug the monsters (maybe my next game???), but they act as the catalyst that causes the hugging and kissing -- the thing that pushes these relationships to their breaking point, that prods at them and tests their limits.
Without giving too much away, what's the general story of Ikenfell?
Chevy: Maritte is an Ordinary, a person without magic, but she's OK with that fact. Her sister Safina, on the other hand, is a witch... and a very popular one. Safina goes to a magic school called Ikenfell, and comes home every summer to tell Maritte about her adventures. She's saved the school many times, and also put it in grave danger many times. She's made friends, enemies, and has a tenuous relationship with the headmistress of the school for all the trouble she causes...
But one summer, Safina doesn't come back, and no matter how much Maritte asks around, she can't find out why. So she packs her bags and travels to Ikenfell to find her sister. When she arrives, strange things start happening, and she begins to suspect that her sister is at the center of something secret, something dangerous.
Maritte must explore the school, find Safina's friends, allies, rivals, and the teachers of the school, to solve the mystery of what happened to her... and also what is causing even magic itself to behave so erratically.
What do you think the main draw of Ikenfell will be for your audience?
Chevy: It's a hard fight between the exciting story full of a big variety of colorful characters and the original turn based party-oriented battle system that seems to have people's attention. The battle system is nothing you've played before, full of strange mechanics and monsters with a lot of personality, but familiar enough to draw you in if you've played any of the games that inspired it. I get constant messages from people saying they are excited to learn more about the characters, and they often already tell me who their favorites are.
How long do you intend Ikenfell to be?
Chevy: Ha-ha-haaaa. It was originally supposed to be a 6-8 hour game. I am finishing the 4th (of 8) chapters, and the game is already about that long. Soooo it'll actually end up being around ~20 hours at this rate. No matter how long I make games for, it will forever be impossible to predict this kind of thing.
What are some things (story moment, character, mechanic, etc.) that you hope will stand out to your players?
Chevy: Each of the 6 party members you get learns 8 spells, and each spell in the entire game is unique. There is no mana or MP, each spell is designed for contextual and strategic use. I think the challenging battles and boss fights will really put these to the test, and players will get excited when they discover new strategies and combine spells that I have worked hard to facilitate.
Story-wise, I think people will really like the progression of the game's story. It sets a lot of different plot threads in motion, and builds a big exciting mystery over several chapters. Then, the final 3 chapters of the game are about dissecting and solving the mystery, and I'm working hard to make sure each plot thread has a satisfying and impactful payoff.
I might not succeed, but I'm trying the best I possibly can to make it so.
What message do you hope Ikenfell will convey to the people who play it?
Chevy: I hope the game will help people reflect on the different relationships they have, maybe see them in a fresh light, and find a way to strengthen them.
But most importantly, I hope people who know someone who is in pain, or suffering, are inspired to finally step forward and help them. To sympathize with them and give them the support they need to flourish.
Several people I love dearly have done this for me, selflessly, and thanks to them I am no longer ill and the happiest I have ever been. If I can inspire others to do the same, hopefully others will be able to make wonderful art and tell their stories as well.
I also hope they have a whole lot of raw fun playing it!
If you're hoping to get your hands on Ikenfell soon, you'll have to be a bit patient. After a little over a year and a half of concentrated development, the title has a tentative release window for summer 2018 for PC and Mac.