The document discusses various paths for monetizing an inheritance, including saving it, investing it, or starting a business. It then focuses on starting a game business, covering topics like traditional vs. self-publishing, working with publishers, contract negotiations, and self-publishing considerations. The overall document provides guidance on strategically planning and executing different approaches to bringing a video game to market.
3. We’re Suddenly Millionaires
Our rich Uncle Bim left us $2M (USD)!
We can save it
Risk?
Reward?
We can invest it
Risk?
Reward?
We can start a business
Risk?
Reward?
4. Let’s Make A Game!
The Four P’s
Product
Price
Promotion
Place
11. Do Your Research!
Read Gamasutra daily
Follow developer blogs
Connect with movers and shakers on
social media
Talk to retailers at brick-and-mortar stores
Visit industry meet-ups, conventions and
trade shows
14. Studio vs. Publisher
A game studio developers video games that
are marketed and sold by a game publisher.
15. Game Developer (Studio)
Design
Programming
Art
Audio
Project Management
Testing
Business Development (Sales)
16. Game Publisher
Product Development
Legal
Finance
Marketing
Sales
Quality Assurance
Operations
Technical Support
Customer Service
Community Management
17. Most of All – Publishers are the Bank
Have the most money at risk
Cost of development
Cost of marketing
Cost of inventory
They reap a most of the
rewards.
18. Publisher Pros and Cons
Pros
Keep your equity
Money for development
Focus on project
Cons
Likely loss of IP
Less flexibility to change direction
Funding project, not company
19. Let’s Say You Decide To Use A
Publisher
What factors would you consider in deciding
which publisher to sign with?
20. Choosing A Publisher
Suitability of their portfolio and fanbase
Ability to promote and publish your game
Working relationship with other developers
Number of games they are publishing
Publishing articles written by their staff
21. World-Wide or Country-by-Country
Model?
World-Wide
Strong brand recognition of big publisher
Budget for marketing and shelf-space
Can finance games at early stages
Simplicity of contacts and communication
May overlook some territories
22. World-Wide or Country-by-Country
Model?
Country-by-Country
Larger pool of publishers to choose from
More difficult to distribute in US and UK
Negotiations happen more quickly
Less risk of project being canceled
Higher royalty rates
More focused marketing campaigns
More attention to your game in general
23. Pitching To A Publisher
Publishers are not interested
in ideas.
Publishers are not interested
in documents.
Publishers want to see a
prototype!
24. Tips For A Successful Pitch
Get In The Door
Design The Pitch
Assume Their Point Of View
Know All The Details
Be Organized
Rehearse
Be Passionate!!!
Show You Are Serious
Exude Confidence [but not Cockiness]
Be Flexible
Get Them To Own It
Follow Up
Jesse Schell
25. More Tips
Give everyone a role
Have your laptop ready to go
Have a preloaded video ready
Talk about your game, not yourself
Talk money honestly
29. Types Of Development Contracts
Work for Hire
Early Stage
Completion Funding
Pick-Up Deal
Let’s take a closer look at each!
30. Work-for-Hire Contracts
Publisher brings the developer a concept,
property or franchise and the developer creates
the game based on the publisher’s guidelines.
Great for establishing reputation
Usually requires a smaller staff
Least amount of negotiating power for
developer
Flat fee, but reliable form of revenue
No retained rights to developer
31. Early Stage Development Deal
Developer pitches a publisher on a game that
they want to make and gets funding from the
publisher to create the game.
Reserved for teams with solid track record
Requires detailed GDD and tech demo
Advances against royalties
Developer retains certain rights
32. Completion Funding
Developer creates a game on its own dime and then
at some stage in the development process brings the
concept to a publisher that finances the rest of the
game.
Good balance of creative freedom and negotiating
power
Requires demo showing complete playability and
unique selling points
Advances against royalties
Developer retains certain rights
33. Pick Up Deal
Developer completes the game with its own
money and then sells the essentially complete
game to a publisher.
Gold master date is near
Strongest negotiating position for developers
Country-by-country or world-wide model
Advances against royalties
Developer retains most rights
35. Advances
Never paid in one lump sum
Too risky
Bad for cash flow
Paid out over a series of “milestones”
36. Milestones
Typically paid against “deliverables”
Signed Contract
Documents (GDD, TDD, Schedule)
First Playable (Will it work? Will it be fun?)
Alpha (feature complete)
Beta (asset complete)
Gold Master (publisher approved to sell)
Source Code & Assets
37. Milestones
Production milestones (such as Alpha and
Beta) are typically defined by:
Features: Degree of completeness
Assets: Percent final
Bugs: Number and severity allowable
38. Royalty
Percentage of every sale
Up-front money is an “advance” on future
royalties
Advance must be “earned out” before true
royalties are paid
39. Royalty
Factors determining royalty:
Number of logos on box
Net receipts (deductions for credits and
refunds for return)
Additional expenses:
Cost of Goods
Insurance
Shipping
Witholding taxes from foreign countries
40. Stupid Developer Trick
“I’ll cover all my costs with the advance and
wait for profits when the royalties come.”
MOST GAMES NEVER EARN OUT (make
a profit).
41. Royalty Protection
Ways to protect your royalty:
Escalating royalties based on sales
Separate royalty for sublicensed distribution
Royalty reports with units manufactured, units
sold, and wholesale price
Limit copies publisher can give away for free
Contract provision for auditing publisher’s
books
43. Other Contract Provisions
Definition of market coverage
Minimum marketing budget
Developer logo placement
Engine and common code rights
Ancillary rights
Secondary platform and sequel rights
46. Step 2: Talk
Strike up a conversation to build rapport
Ask about the issues
Show some trust to get some in return
Face and Honor Societies require far more
nuanced and risky negotiation strategies
47. Step 3: Offers And Counter-Offers
The first person to make an offer, loses.
If you are made an offer, take time before
making a counter offer
Take lots of notes
User counter-offers to triangulate
sensitivities
If you need to walk, walk
48. Step 4: Things You Should NEVER Do
Enter a negotiation you’re not willing to walk away
from
Negotiate one issue at a time
Negotiate for the sake of negotiating
Make open-ended offer
Make an offer you don’t actually like
Give up your IP or shares of your company
Rescind or modify an offer after it’s been accepted
Lie
Threaten
49. Remember
A negotiation is a
starting point, not the
end game.
The best deal is the one
that gives you the most
value while also making
your counterpart happy.
50. Group Quest
Put together a pitch for your game.
Prepare a 10-minute demo of your prototype
Use a laptop
Have back-up materials ready just in case
Give everyone a role
Rehearse first
Be prepared for a Q&A
53. Setting Up Your Business
Hire a lawyer to establish it as a legitimate
business.
Hire an accountant or business consultant
Fund the company, not a game
Set goals and deadlines for evaluations
Manage by the numbers, not the guts
55. Developing Your Game
You can’t make AAA games, but avoid “one-
off” games that are too simplistic.
Even with simple games, have
Meaningful progress over time
Social features
Frequent updates
56. Launching Global
A global launch does not mean just one
launch:
Different platforms
Different distributors
Different languages
Maximize your access points to customers!
57. Launching Global
World use of languages:
English: 4.70%
Spanish: 6.15%
Mandarin: 14.4%
Don’t forget to localize marketing materials as
well as your product!
58. Going Global
Country considerations:
No prohibition on advertising or data collection
Use standard digital stores
Are emerging markets
Examples:
Germany
Spain
Portugal
Japan
Russia
59. Managing Your Business
Be an entrepreneur
Prepare for failure; aim for sustainability
After launching, just don’t sit back and
check the bank account
Build a long-term relationship with players
60. Time Until “Independent
Sustainability”
Kitfox Games:
Leaving last job and finding company: 5 months
Montreal startup accelerator (at minimum wage): 9 months
Financial sustainability (Kickstarter and grant): 3 months
Spryfox Games (11 games total):
3 profitable games
4 break-even games
5 unprofitable games
5 (or 20) unfinished prototypes
63. 5 Biggest Mistakes Made By Indies
1. Lack of product positioning
2. Lack of benchmarking for trends and
competitors
3. Underestimating the value of media
content
4. Inadequate press kits
5. Failure to create community buzz
66. Doing Your Own Marketing
The personal approach can work well
The amount of time and effort can add up!
67. Hire Outside Specialist
Freelancers and mini-agencies and big
firms, oh my!
Some focus on PR, others on advertising,
or a mix
Consider best fit for your budget!
68. Adding Marketing Person To Team
Advantages:
Press likes to speak directly to team
More connected to your mission and
projects
Quicker response to communications
69. Adding Marketing Person To Team
Options:
Bring on a part-timer early on
Or give duties to someone on team with
good communications skills
Set up a general email account so different
team members can respond
70. Away Mission
Determine the best way to get your game
published.
List 3 advantages of traditional publishing
List 3 advantages of self-publishing
Explain which is better for your game and
why
Editor's Notes
Publishing is the process of production and dissemination of literature or information — the activity of making information available to the general public. In some cases, authors may be their own publishers, meaning: originators and developers of content also provide media to deliver and display the content for the same.
Stakeholder (corporate), a person, group, organization, or system who affects or can be affected by an organization's actions.
Game developer Stakeholders:
Studio Head
Technical Director
Lead Programmer
Art Director
Design Director
Business Development Manager (Sales)
Game Publisher Stakeholders:
Marketing
Product Development
International divisions
CFO (Chief Financial Officer)
Sales
EastmentKodak is looking for an advertising firm to create an ad campaign for their new slide projector, which they call “The Wheel”. They come to listen to Don Draper’s pitch for why Sterling Cooper should handle the campaign by explaining how his ad agency would pitch the product to customers.
(Asset complete = All Assets represented)
(Feature complete = All Assets + Working + Free of bugs)
(Asset complete = All Assets represented)
(Feature complete = All Assets + Working + Free of bugs)
One column for you and your counter part, one row per issue, and a row each for BATNA (Best Alternative To A Negotiated Agreement), reservation price, and target price. For each issue, identify the position, interest, and priority respective to each party.. The planning doc is like your script for the negotiation. You will need to improvise and adapt, but your planning doc is your guiding light:
Don’t rush right into numbers, offers, and battles of wits. Ask about your counterpart’s personal life. Ask how business is going. Most business negotiations are conducted by people who don’t know each other. Integrative negotiations, like relationships, are built on trust. Getting everyone in the room relaxed and in a cooperative mindset can make it much easier to collaborate on creating deals that work for everyone.
Ask your counterpart why she wants to make a deal? How would a deal like this fit into her company’s strategy or current activities? Ask how your company can help or support that strategy. What pain points is her company currently experiencing? What’s the mood at the company? Ask about the individual issues. Ask why one issue is important to her. Or why Issue A is more important to her than Issue B. How do these issues play into her company’s strategy?
Don’t be afraid to reveal information of your own. In fact, if your counterpart is tight-lipped, you may need to offer some tidbits to trigger a norm of reciprocity and get her to reveal something in return. If your counterpart is tight-lipped, you may need to offer some tidbits to trigger a norm of reciprocity and get her to reveal something in return.
If your counterpart makes the first move, take your time. Review the offer, match it against your planning document. Use the offer to try to suss out what’s important to your counterpart. Then draft a counter-offer
Take lots of notes and track the progress of counter-offers. You can use your counterpart’s offers to try and triangulate his sensitivities. If he yields a lot on one issue, but barely budges on another, its a safe bet that the latter is the high priority issue for him.
You can use your counterpart’s offers to try and triangulate his sensitivities. If he yields a lot on one issue, but barely budges on another, its a safe bet that the latter is the high priority issue for him.
When you’ve hit your limit (either in terms of patience or reservation price), don’t be afraid to indicate that your next offer is final. You don’t need to be hostile about it, just plainspoken. And if you say it’s your final offer, stick to it, although it is okay to let your counterpart make one final counter-offer in return.
But you shouldn’t simply go for whatever language is most spoken in the world – the size of the market also matters. When determining your localization strategy, you should pay attention to market revenue being generated from paid apps, IAPs and advertising revshare – they will show you where the money lies.
Looking at these parameters you could focus on Japanese, German, Spanish, Portuguese and Russian markets, as they turn out to be the strongest ones. Numbers from App Annie and Newzoo also confirm this theory. It’s worth watching the GDC talk about Expeditions: Conquistador from Logic Artists to see how they did it. You must be wondering why I decided not to include China in the list. The land of the rising sun is a huge market, but also one which is too hard to chew, once bitten. It can be insanely difficult to have any decent app penetration in the country without a Shanghai / Beijing office, and unless you have some unfair advantage, such as a partner in the country or something along those lines, my advice is to steer clear.
The mission of an indie team should be survive to its first game and make a sustainable business in the long term to improve quality of the products step-by-step, putting a creative factory in place to stay in the long term.
Dustin Moskovitz, the co-founder of Facebook was asked in an interview about what it felt like to be to be part of Facebook’s overnight success. He replied with something similar to this: “If by ‘overnight success’ you mean staying up and coding all night, every night for six years straight then it felt really tiring and stressful.”