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From Idea to Income

From Idea to Income. How to be successful at independent games. Who is this guy?. Daniel Menard Co-founder and CEO. Big Action Mega Fight!. First Cohort. Founded. Creative Expression. No Limitations. Innovation. The Indie Dream. Creative expression No limitations Innovation

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From Idea to Income

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  1. From Idea to Income How to be successful at independent games

  2. Who is this guy? Daniel MenardCo-founder and CEO

  3. Big Action Mega Fight!

  4. First Cohort

  5. Founded

  6. Creative Expression

  7. No Limitations

  8. Innovation

  9. The Indie Dream • Creative expression • No limitations • Innovation • Push the industry forward

  10. The Indie Reality • Entrepreneurship first • Probably won’t make you rich • ~90% of new companies fail

  11. Crowded Market

  12. The Indie Reality • Failure is part of the game • Passion alone isn’t enough • Releasing is only half the battle

  13. Your Battlefields Financing Scope/ Time Right project Right market Hiring Management

  14. Party of Sin • Puzzle-platformer

  15. Party of Sin • Puzzle-platformer • Local coop

  16. Party of Sin • Puzzle-platformer • Local coop • Steam release

  17. Party of Sin • Puzzle-platformer • Local coop • Steam release • Originally meant for consoles

  18. Party of Sin • Team of ~8 • Working remotely • Revenue share deal • Kickstarter

  19. Party of Sin • 3.5 years • Part time • I quit my job in April 2012 • Released in December 2012

  20. What we thought would happen • Decent reviews • Massive Steam sales • Profitable over time (~1 year)

  21. What actually happened • Mixed reviews • Marketing and store placement not great • Mediocre sales • 98% piracy

  22. My career is over!

  23. Most important lesson It’s okay to failIt is a necessary step toward success

  24. Five Whys • From Toyota • Ask “Why?” at least 5 times • Get to the root cause

  25. The great postmortem • Honest picture of our game and process • Mistakes we would never make again • Crankshaft Games Code of Conduct

  26. Professionalism • Is this going to be your hobby or your career? • Party of Sin started as a hobby • Must be accountable to your players • Constantly learning

  27. Business Model • Be clear on how you will make money • Pricing is complicated • Keep in mind the expectations of anyone giving you money

  28. Build a solid team • Hire talented people you will trust

  29. Build a solid team • Hire talented people you will trust Hire people when you know they’re the one

  30. Build a solid team • Hire talented people you will trust • Good teams don’t need managers

  31. Build a solid team • Hire talented people you will trust • Good teams don’t need managers • Give everyone a stake

  32. Build a solid team • Hire talented people you will trust • Good teams don’t need managers • Give everyone a stake • Generalists Breadth Depth

  33. Leave your ego at the door • Keep an open mind • Share creative freedom, it will be good for you • Party of Sin was too centralized • Take feedback as an opportunity to learn • Acknowledge your weaknesses

  34. Work-Life Balance • Sustainable Development

  35. Work-Life Balance • Sustainable Development • Eliminate crunch and burnout

  36. Work-Life Balance • Sustainable Development • Eliminate crunch and burnout • Give people control over how they contribute

  37. Work-Life Balance • Sustainable Development • Eliminate crunch • Give people control over how they contribute • Work-Life Balance

  38. Mind your time / scope • Common pitfall: put everything you think is cool in your first game • Don’t fall in love with your project • What if you were paying someone? • Don’t build an engine unless you sell engines

  39. Studio Thinking • Think beyond just one project • Have a unifying vision • Most studios will not display it publicly • It’s important to stick out

  40. Hit Driven Business • You will be defined by the games you make • How you make those games is more important • Your first few will be bad • Focus on the process • Build your company culture

  41. Execution Labs • Incubator program for mobile indie games in Montreal • Funding for 9 months • Mentorship from industry experts

  42. Team Catalyst

  43. Support Resouces

  44. Mentorship • Amazing Network • Feedback all through the process

  45. How Incubators Can Help • Shared experience • Leadership / vision coaching • Someone on your side

  46. Make the best of incubator • Nurture your team • Be ready to learn • Speak out, give feedback • Think as a company, not a product • Evolve your process • Mind the schedule

  47. References • The Lean Startupby Eric Ries • Four Steps to the Epiphany by Steve Blank • Valve Handbook for New Employees • Ideas per Second by Nathan Marts (GDC 2013) • http://mashable.com/2013/02/28/indie-game-statistics/ • http://indiegames.com/2013/04/the_8_keys_to_indie_success.html • http://www.gamasutra.com/blogs/ThomasSteinke/20130415/190484/Reponse_to_quot8_keys_to_indie_successquot.php

  48. Thank You! www.doublestalliongames.com@dblstallion

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