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Mike Sviblov, Zeptolab

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November 02, 2018

Mike Sviblov, Zeptolab

Who are Publishers and How to Deal With Them

The official conference website — http://wnconf.com
(White Nights Conference Moscow 2018)

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November 02, 2018
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Transcript

  1. Issues for discussion • How to test the potential of

    the game as early as possible? • When do you definitely not need a publisher? • What is the right stage of the game to contact the publisher? • How to find a publisher? • How to choose the right publisher? • How can a publisher help? • How can a publisher make harm?
  2. How to test the potential of the game as early

    as possible? • Market analysis (sensortower, appannie, etc.) • Feedback (F&F, meetings, conferences) • Testing (playtests, splitmetrics) • Short development iterations • Analytics services (DevToDev, MixPanel, Amplitude, Google Analytics.) • Soft lunch
  3. When do you definitely not need a publisher? • You

    make a premium game. • You make the game “for yourself” • You have all the competencies to bring the game to market
  4. What is the right stage of the game to contact

    the publisher? • Playable build (vertical slice) • Understandable monetization • Clear gameplay scaling • Metrics (optional) • Not global launch • Not “idea stage”
  5. How to find a publisher? • Google :) • Sites

    for showcases (publisherwanted, adoptmygame,indiedb,yunoia) • Participation in competitions (Indie Prize) • Participation in conferences
  6. How to choose the right publisher? • Product compliance with

    Publisher Profile • Experience in publishing (successful games) • Game Development experience • Strong product expertise • UA and PR experience (including marketing budgets) • Legal transparency
  7. How can a publisher help? • Product Expertise • Polishing

    product • Localization • Quality control • Analytics • Traffic - UA, PR, communication with stores • Help in operating • Training
  8. How can a publisher make harm? • Takes part of

    the profits from the game • Intervenes in development • Take all the credit • Sets the frame