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Dan Menard - From Idea to Income: How to be successful at independent games

AndroidTO 2013
October 17, 2013
120

Dan Menard - From Idea to Income: How to be successful at independent games

Dan's presentation will share personal stories about the trials and tribulations of being an independent game programmer or starting an indie game; in addition the talk will focus on the role of developing as team and how incubators and accelerators can help.

AndroidTO 2013

October 17, 2013
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Transcript

  1. • Entrepreneurship first • Probably won’t make you rich •

    ~90% of new companies fail The Indie Reality
  2. • Failure is part of the game • Passion alone

    isn’t enough • Releasing is only half the battle The Indie Reality
  3. • Team of ~8 • Working remotely • Revenue share

    deal • Kickstarter Party of Sin
  4. • 3.5 years • Part time • I quit my

    job in April 2012 • Released in December 2012 Party of Sin
  5. • Decent reviews • Massive Steam sales • Profitable over

    time (~1 year) What we thought would happen
  6. • Mixed reviews • Marketing and store placement not great

    • Mediocre sales • 98% piracy What actually happened
  7. • From Toyota • Ask “Why?” at least 5 times

    • Get to the root cause Five Whys
  8. • Honest picture of our game and process • Mistakes

    we would never make again • Crankshaft Games Code of Conduct The great postmortem
  9. • 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 Professionalism
  10. • Be clear on how you will make money •

    Pricing is complicated • Keep in mind the expectations of anyone giving you money Business Model
  11. • Hire talented people you will trust Build a solid

    team Hire people when you know they’re the one
  12. • Hire talented people you will trust • Good teams

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

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

    don’t need managers • Give everyone a stake • Generalists Build a solid team Breadth Depth
  15. • 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 Leave your ego at the door
  16. • Sustainable Development • Eliminate crunch and burnout • Give

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

    over how they contribute • Work-Life Balance Work-Life Balance
  18. • 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 Mind your time / scope
  19. • Think beyond just one project • Have a unifying

    vision • Most studios will not display it publicly • It’s important to stick out Studio Thinking
  20. • 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 Hit Driven Business
  21. • Incubator program for mobile indie games in Montreal •

    Funding for 9 months • Mentorship from industry experts Execution Labs
  22. • Nurture your team • Be ready to learn •

    Speak out, give feedback • Think as a company, not a product • Evolve your process • Mind the schedule Make the best of incubator
  23. • The Lean Startup by 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/Repon References