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Banzai!
The joy and folly of setting up
   an indie games startup
Fact: You shout Banzai! before
charging into the enemy midst
The purpose of this presentation
Which means, in practice:
● To provide a useful package of basic
  information - based on my limited personal
  experience - about creating a super-low
  starting budget indie games startup
● Also, to help you answer this question:

  ○ YES! This could be for me!
  ○ NO! Are you crazy?
  ○ MAYBE I could do this, but not now
First things first:

  Who actually
  are you, pal?
Quick Bio
● Giuliano Cremaschi
● Italian
● Born 1970
● Major in English Literature
● In Finland from 2003
● In gaming and online business from 2003,
  previously in publishing and comic books
● In a relationship; has a two year old Finnish-
  Italian child
My 9+ years in the gaming business
               6 years - Habbo, From Site
               Producer to Creative
               Director

               1.5 y - Eco-rangers,
               Deceased MMOG startup,
               Creative Director

               1.5 y, Crytek, Creative
               Director, Gaming social
               network (Gface)
This is our startup
This is our game (Summer 2012)
So, what's an indie
 games startup?
A small bunch of people making an
indie game...




       +            =
...in order to distribute it and sell it
An "indie" game is...

        "...developed by individuals, small teams,
        or small independent companies [...]
        smaller than mainstream titles. Indie game
        developers are not financially backed by
        publishers and usually have little to no
        budget available, thereby generally relying
        on Internet digital distribution schemes"
Thank you, Einstein, we
can use Wikipedia, too.

 Now, what is an indie
   gaming startup?
A foolish thing with no chance of
success?
A potential goldmine?
A shot in the dark?
The key to your heart's desire?
All of the above
Let's suppose we're
 really considering
  doing this, then.

 What do we do?
It's like a garage band
You need a few things
●   A few people who really trust each other
●   Balanced basic+ to average+ skill set
●   One solid game idea
●   Small enough scope
●   The right platform (go mobile!)
●   Focus on execution instead of life changing visions
●   A decision making structure
●   Simple project management
●   Blog and social media marketing
●   A proper and fair incorporation
●   About 1.000 € for each Team member
●   Self-sacrifice
●   More, way more, self-sacrifice and lots of Banzai's!
People & Skills
Meet the Skeleton Crew*
●   Game programmer
●   Art person
●   Game designer
●   Business person
(One is also the CEO)

Nice to have:
● Sound person
● Another programmer (necessary with online)
● Another art person
The actual tasks you'll need to (learn
  to) handle          Level Design
                         Social Media
  Game Design                                        Sound Design
                         marketing
                                             Game
       Asset pipeline                        Programming
                            Customer
                            Service
           Branding                                    Tool
  QA                                                   creation
                                         Investor
                        Concept art
                                         pitches
  Copywriting                                     Project
                             Blogging
                                                  Management
Style Guide     User & Market
                                        Video       UI Design
                Insight
                                        editing
Personalities
● Any personality type can fit, as long as they can work
  within a Team
● Egomaniacs are fine, as long as their ego is confined
  within their specialized field
● People who are incapable to delegate and trust their
  peers should forget about this (or do a one man startup)
● As leader/CEO, better a motivator prone to self sacrifice
  than a paranoid genius
Keep working, keep studying
● Making a game can take a long time
● There is no certainty that you will sell
● Some Team member might chicken out or
  simply have to leave the Team
   Until your startup can make it financially,
           keep working or studying
Learn to trust each other


                            I know it, deep in her
I know it, deep in          heart, she thinks my
his heart he hates          code sucks!
my levels!
Platform Choice

  Why mobile
  and tablet
Common platforms for indie games
Examples of low budget successful
indie games
Some super-low to low budget
successful mobile/tablet indies
Oops! I almost forgot this one
The Not So Angry Lone Bird
Why iOS and Android rock
● Huge and growing market
● Ready distribution channel with low barrier of
  entry (submission process, in Apple's case)
● Focus on gameplay and inventiveness more
  than sheer graphics
● Faster and cheaper to develop
● Lower risk factor
What sucks with iOS and Android
● Huge competition in the app stores (tens of
  thousands of games)
● With Android: difficult to monetize, hacking
● With Apple: Apple is your Old Testament
  type uncaring God, and you do its bidding
Offline/Online: Stay Rooted
● Mobile online games are more complex and
  demanding than offline
● 3G penetration is not yet global
● Unless you have a two-man development
  Team to start with (Client/Server), stay
  rooted and forget online
And now, let's make
  our first game!

   Hey, I just had
a cool idea! What if...
STOP. RIGHT. THERE.
● Don't even think about it
● Your game idea is TOO BIG
● It surely is, it always is
First Rule of Sanity


   Choose the game idea you
CAN actually create with the people
 and skills you HAVE right NOW


●
Second Rule of Sanity


    Keep the game scope in check,
          do NOT let it bloat


●
Ok. Have fun with your first brainst...
...WAIT! First, read this book
Two sanity tips for making games
(or anything)
   ● Kill your loved ones. A designer’s duty.
     Try. Discard. Redo. Don’t fall in love with
     what you do until you’re sure it works
   ● Stop at good enough. Games are
     alive, ever changing, and imperfect.
     Learn when to stop. Good enough
     quality is good enough for most things,
     except the truly core ones. It's the
     overall product that must be solid and
     surprising. Don’t burn out on non-vital
     details
The Company
       ----
   Roles and
Decision-Making
Use Management by Committee...
● Flat hierarchy
● Each person takes lead of her own field, and
  of some related fields, until all fields are
  covered
● Trust each other in your core fields
● If possible, discuss and agree on issues
  together
...and sometimes by Perkele
● If there is no agreement within the Team, the
  CEO has to be the one making the final call
  on general core issues (budget, branding,
  PR, etc)
● Startup CEO = it's just another task
The Company
         ----
Project Management
      & Tools
Keep it simple, up there in the Cloud
● Free: Gmail, Chat and Gtalk
● Free: Google Drive for asset and docs storage, etc
● Free: Google Docs for Game Design Documents,
  knowledge center, etc
● Free: Google Calendar and a lot of free stuff by Google
● Free: Online Bug reporting tools
● Free: Google + Hangouts for Team calls if you're in
  different cities or countries
● Simple online task management tool, for example
  Pivotal Tracker (costs a bit); or find free ones
● Learn the very basics of Agile development
One of you has to wear this
The Company
     ----
The Marketing
    Beast
All you need is...
And somebody who wears this
● This Mr./Ms. Somebody manages company and game
  branding, tagline, tone of voice, marketing strategy,
  copywriting
● Nobody knows nada about this? The appointed victim
  should read, read, read, try out things, make mistakes
  and learn: the tasks are limited but very important
The Company
       ----
Incorporation and
   Ownership
Split the company equally
● The initial founders should all put in about
  the same amount of work, and hence have
  the same amount of company shares (if not,
  it's ok to split unevenly, but it's not optimal)
● Split equally, trust each other, even when
  you think you're more important than the
  others
● You’re not Zuckerberg. You DO have more
  than one friend. It’s not worth it.
Our first game
 is on sale!

  And now?
Money: Sales
● Your first game might sell a lot
● Or not. It's a competitive market, after all
● If it does sell something, though, you're on
  the right track
● Keep updating it, and start the next one
Money: Investors
● Maybe you already have had an investment,
  because your game looked so promising
● If not, unless you game sells like crazy, now
  it's the right time to to start looking
● That's why you have a Business person,
  remember?
● Also, grants are available in some cases
  (Nordic Game Program, TEKES, etc)
Money: Crowdsourcing
● Ask people to help pay for your game!
● Kickstarter is the hottest thing in
  crowdsourcing right now, but not the only
  one
● It can get extreme: Double Fine Adventure
  got 3.3 mil from 87.000 different investors!
And that's one way
  to do it, folks.
Anybody who would
     want to try?

Are you ready to Banzai?
Good luck!
Contact Info
Giuliano
Email: giuliano@cuteattack.com
Twitter: gcremaschi

Cute Attack
Blog: cuteattack.com
FB: facebook.com/cuteattackgames
Twitter: cuteattackgames

Like/Follow us, please. We could use the help
:)

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BANZAI! Joy and folly of setting up an Indie Games Startup

  • 1. Banzai! The joy and folly of setting up an indie games startup
  • 2. Fact: You shout Banzai! before charging into the enemy midst
  • 3. The purpose of this presentation
  • 4. Which means, in practice: ● To provide a useful package of basic information - based on my limited personal experience - about creating a super-low starting budget indie games startup ● Also, to help you answer this question: ○ YES! This could be for me! ○ NO! Are you crazy? ○ MAYBE I could do this, but not now
  • 5. First things first: Who actually are you, pal?
  • 6. Quick Bio ● Giuliano Cremaschi ● Italian ● Born 1970 ● Major in English Literature ● In Finland from 2003 ● In gaming and online business from 2003, previously in publishing and comic books ● In a relationship; has a two year old Finnish- Italian child
  • 7. My 9+ years in the gaming business 6 years - Habbo, From Site Producer to Creative Director 1.5 y - Eco-rangers, Deceased MMOG startup, Creative Director 1.5 y, Crytek, Creative Director, Gaming social network (Gface)
  • 8. This is our startup
  • 9. This is our game (Summer 2012)
  • 10. So, what's an indie games startup?
  • 11. A small bunch of people making an indie game... + =
  • 12. ...in order to distribute it and sell it
  • 13. An "indie" game is... "...developed by individuals, small teams, or small independent companies [...] smaller than mainstream titles. Indie game developers are not financially backed by publishers and usually have little to no budget available, thereby generally relying on Internet digital distribution schemes"
  • 14. Thank you, Einstein, we can use Wikipedia, too. Now, what is an indie gaming startup?
  • 15. A foolish thing with no chance of success?
  • 17. A shot in the dark?
  • 18. The key to your heart's desire?
  • 19. All of the above
  • 20. Let's suppose we're really considering doing this, then. What do we do?
  • 21. It's like a garage band
  • 22. You need a few things ● A few people who really trust each other ● Balanced basic+ to average+ skill set ● One solid game idea ● Small enough scope ● The right platform (go mobile!) ● Focus on execution instead of life changing visions ● A decision making structure ● Simple project management ● Blog and social media marketing ● A proper and fair incorporation ● About 1.000 € for each Team member ● Self-sacrifice ● More, way more, self-sacrifice and lots of Banzai's!
  • 24. Meet the Skeleton Crew* ● Game programmer ● Art person ● Game designer ● Business person (One is also the CEO) Nice to have: ● Sound person ● Another programmer (necessary with online) ● Another art person
  • 25. The actual tasks you'll need to (learn to) handle Level Design Social Media Game Design Sound Design marketing Game Asset pipeline Programming Customer Service Branding Tool QA creation Investor Concept art pitches Copywriting Project Blogging Management Style Guide User & Market Video UI Design Insight editing
  • 26. Personalities ● Any personality type can fit, as long as they can work within a Team ● Egomaniacs are fine, as long as their ego is confined within their specialized field ● People who are incapable to delegate and trust their peers should forget about this (or do a one man startup) ● As leader/CEO, better a motivator prone to self sacrifice than a paranoid genius
  • 27. Keep working, keep studying ● Making a game can take a long time ● There is no certainty that you will sell ● Some Team member might chicken out or simply have to leave the Team Until your startup can make it financially, keep working or studying
  • 28. Learn to trust each other I know it, deep in her I know it, deep in heart, she thinks my his heart he hates code sucks! my levels!
  • 29. Platform Choice Why mobile and tablet
  • 30. Common platforms for indie games
  • 31. Examples of low budget successful indie games
  • 32. Some super-low to low budget successful mobile/tablet indies
  • 33. Oops! I almost forgot this one
  • 34. The Not So Angry Lone Bird
  • 35. Why iOS and Android rock ● Huge and growing market ● Ready distribution channel with low barrier of entry (submission process, in Apple's case) ● Focus on gameplay and inventiveness more than sheer graphics ● Faster and cheaper to develop ● Lower risk factor
  • 36. What sucks with iOS and Android ● Huge competition in the app stores (tens of thousands of games) ● With Android: difficult to monetize, hacking ● With Apple: Apple is your Old Testament type uncaring God, and you do its bidding
  • 37. Offline/Online: Stay Rooted ● Mobile online games are more complex and demanding than offline ● 3G penetration is not yet global ● Unless you have a two-man development Team to start with (Client/Server), stay rooted and forget online
  • 38. And now, let's make our first game! Hey, I just had a cool idea! What if...
  • 39. STOP. RIGHT. THERE. ● Don't even think about it ● Your game idea is TOO BIG ● It surely is, it always is
  • 40. First Rule of Sanity Choose the game idea you CAN actually create with the people and skills you HAVE right NOW ●
  • 41. Second Rule of Sanity Keep the game scope in check, do NOT let it bloat ●
  • 42. Ok. Have fun with your first brainst...
  • 43. ...WAIT! First, read this book
  • 44. Two sanity tips for making games (or anything) ● Kill your loved ones. A designer’s duty. Try. Discard. Redo. Don’t fall in love with what you do until you’re sure it works ● Stop at good enough. Games are alive, ever changing, and imperfect. Learn when to stop. Good enough quality is good enough for most things, except the truly core ones. It's the overall product that must be solid and surprising. Don’t burn out on non-vital details
  • 45. The Company ---- Roles and Decision-Making
  • 46. Use Management by Committee... ● Flat hierarchy ● Each person takes lead of her own field, and of some related fields, until all fields are covered ● Trust each other in your core fields ● If possible, discuss and agree on issues together
  • 47. ...and sometimes by Perkele ● If there is no agreement within the Team, the CEO has to be the one making the final call on general core issues (budget, branding, PR, etc) ● Startup CEO = it's just another task
  • 48. The Company ---- Project Management & Tools
  • 49. Keep it simple, up there in the Cloud ● Free: Gmail, Chat and Gtalk ● Free: Google Drive for asset and docs storage, etc ● Free: Google Docs for Game Design Documents, knowledge center, etc ● Free: Google Calendar and a lot of free stuff by Google ● Free: Online Bug reporting tools ● Free: Google + Hangouts for Team calls if you're in different cities or countries ● Simple online task management tool, for example Pivotal Tracker (costs a bit); or find free ones ● Learn the very basics of Agile development
  • 50. One of you has to wear this
  • 51. The Company ---- The Marketing Beast
  • 52. All you need is...
  • 53. And somebody who wears this ● This Mr./Ms. Somebody manages company and game branding, tagline, tone of voice, marketing strategy, copywriting ● Nobody knows nada about this? The appointed victim should read, read, read, try out things, make mistakes and learn: the tasks are limited but very important
  • 54. The Company ---- Incorporation and Ownership
  • 55. Split the company equally ● The initial founders should all put in about the same amount of work, and hence have the same amount of company shares (if not, it's ok to split unevenly, but it's not optimal) ● Split equally, trust each other, even when you think you're more important than the others ● You’re not Zuckerberg. You DO have more than one friend. It’s not worth it.
  • 56. Our first game is on sale! And now?
  • 57. Money: Sales ● Your first game might sell a lot ● Or not. It's a competitive market, after all ● If it does sell something, though, you're on the right track ● Keep updating it, and start the next one
  • 58. Money: Investors ● Maybe you already have had an investment, because your game looked so promising ● If not, unless you game sells like crazy, now it's the right time to to start looking ● That's why you have a Business person, remember? ● Also, grants are available in some cases (Nordic Game Program, TEKES, etc)
  • 59. Money: Crowdsourcing ● Ask people to help pay for your game! ● Kickstarter is the hottest thing in crowdsourcing right now, but not the only one ● It can get extreme: Double Fine Adventure got 3.3 mil from 87.000 different investors!
  • 60. And that's one way to do it, folks.
  • 61. Anybody who would want to try? Are you ready to Banzai?
  • 63. Contact Info Giuliano Email: giuliano@cuteattack.com Twitter: gcremaschi Cute Attack Blog: cuteattack.com FB: facebook.com/cuteattackgames Twitter: cuteattackgames Like/Follow us, please. We could use the help :)