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Til$ng	
  Point	
  Confiden$al	
  
PUBLISHING ADVICE FOR
INDEPENDENT DEVELOPERS
GOING ALONE:
TO SELF-PUBLISH
OR TO PARTNER?
APRIL 2015
Til$ng	
  Point	
  Confiden$al	
  
SAM DALSIMER
Previously seen at TriplePoint PR launching
games like Candy Crush Saga, Temple Run 2,
Kingdom Rush and dozens more.
In Quebec, worked on PR for local studios like
Frima, Behaviour (re-branded from A2M),
Minority, Spearhead.
Twittering away @samdalsimer
SENIOR PR MANAGER, TILTING POINTWHO
AM I?
Til$ng	
  Point	
  Confiden$al	
  
New generation mobile partner
for top independent game developers
WHO ARE WE?
Focus on mobile and tablet platforms
Publishing as a service:
•  Funding
•  Product management
•  Design assistance & UX optimization
•  Market research & insights
•  Close relationships with key platforms
•  App Store optimization & discoverability
•  Brand marketing & PR
•  User acquisition & advertising
•  Scale
•  Community and customer service
•  Production support
3
Sounds interesting? hello@tiltingpoint.com
Til$ng	
  Point	
  Confiden$al	
  
An innovative platformer from 1337+Senri
with cutting-edge graphics, starring a
lovable, unique main character
4
Tim Cook’s Keynote at WWDC 2014
Unveiling of Android TV at Google I/O
On stage at the ADA Ceremony
Til$ng	
  Point	
  Confiden$al	
  
LET’S GET
STARTED
ENOUGH ABOUT US
Til$ng	
  Point	
  Confiden$al	
  
IN THE OLD DAYS…
Publishers were needed because of:
Very high
cost of
development
Retail distribution
very important,
and very expensive
Large marketing
budgets required
Console platforms
mostly closed to
smaller companies
6
Til$ng	
  Point	
  Confiden$al	
  
AS A RESULT
Publishers held sway,
and terms weren’t
favorable to developers
7
Til$ng	
  Point	
  Confiden$al	
  
8
LIMITED CREATIVE CONTROL
No or limited IP ownership
Til$ng	
  Point	
  Confiden$al	
  
HIGH COST
STRUCTURES
AND LOW
ROYALTIES
Resulting in low chance
of receiving any over
lifetime of product
9
Til$ng	
  Point	
  Confiden$al	
  
FREQUENT CRUNCHES
And “death marches”
10
Til$ng	
  Point	
  Confiden$al	
  
WHAT HAS
CHANGED?
(WHAT WAS THE TILTING POINT !?)
11
Til$ng	
  Point	
  Confiden$al	
  
No physical distribution infrastructure needed
Platform barrier of entry effectively eliminated
Performance-driven marketing lowering overall costs
Indie developers can reach mass audiences directly
WHAT CHANGED?
DIGITAL DISTRIBUTION
PLATFORMS HAVE
REVOLUTIONIZED
THE MARKET
12
Til$ng	
  Point	
  Confiden$al	
  
Cheaper and more accessible engines
Smaller teams
Shorter development cycles
Unlimited upside
WHAT CHANGED?
MAKING GAMES FOR DIGITAL
PLATFORM CAN BE MUCH
MORE AFFORDABLE
13
Til$ng	
  Point	
  Confiden$al	
  
WHAT CHANGED?
AUDIENCE HAS BECOME
SIGNIFICANTLY LARGER AND BROADER
100MFROM
“GAMERS”
2BTO
“PEOPLE THAT
PLAY GAMES”
14
Til$ng	
  Point	
  Confiden$al	
  
The work doesn’t
end with a
big launch
In fact, that’s just
the beginning
WHAT
CHANGED?
GAMES
ARE NOW
SERVICES
15
Til$ng	
  Point	
  Confiden$al	
  
GOING ALONE
IS STILL DAUNTING
16
Til$ng	
  Point	
  Confiden$al	
  
PRODUCTION
VALUES AND
COSTS ARE
RISING
17
Growth in development
budgets for competitive
free-to-play games
2008 2009 2010 2011 2012 2013 2014
$100K
$200K
$300K
$700K
$900K
$1,100K
$1,200K
Tilting Point Confidential
Til$ng	
  Point	
  Confiden$al	
  
USER ACQUISITION COSTS ARE RISING
18
$0.00
$0.50
$1.00
$1.50
$2.00
$2.50
$3.00
$3.50
$4.00
Jan-12
Feb-12
Mar-12
Apr-12
May-12
Jun-12
Jul-12
Aug-12
Sep-12
Oct-12
Nov-12
Dec-12
Jan-13
Feb-13
Mar-13
Apr-13
May-13
Jun-13
Jul-13
Aug-13
Sep-13
Oct-13
Nov-13
Dec-13
Jan-14
Feb-14
Mar-14
Apr-14
May-14
Jun-14
Jul-14
Average cost per install. Source:
iOS	
  
Android	
  
Facebook	
  
Til$ng	
  Point	
  Confiden$al	
  
IT IS INCREASINGLY DIFFICULT
TO GET NOTICED AND STAND OUT
Number of game
submissions by
month on the
iOS App Store
0
1000
2000
3000
4000
5000
6000
7000
8000
2008-06
2008-08
2008-10
2008-12
2009-02
2009-04
2009-06
2009-08
2009-10
2009-12
2010-02
2010-04
2010-06
2010-08
2010-10
2010-12
2011-02
2011-04
2011-06
2011-08
2011-10
2011-12
2012-02
2012-04
2012-06
2012-08
2012-10
2012-12
2013-02
2013-04
2013-06
2013-08
2013-10
2013-12
2014-02
1.2 MILLION GAMES IN THE iOS APP STORE
Source: Tilting Point / 148Apps
19
Til$ng	
  Point	
  Confiden$al	
  
MAKING GAMES IS NOT
JUST ABOUT MAKING GAMES
GOING ALONE IS DAUNTING
Domain knowledge is required in:
CONSUMER INSIGHTS | MARKETING | USER ACQUISITION
ANALYTICS | MONETIZATION | QA | ETC.
20
Til$ng	
  Point	
  Confiden$al	
  
WHAT TO LOOK FOR
IN A PUBLISHING DEAL?
21
Now that the playing field is tilted
in the developer’s favor, what
should you be asking for?
Til$ng	
  Point	
  Confiden$al	
  
WHAT TO ASK FOR
Depending on factors such as level of completion
of the game and investment from the partner:
Creative control
Control of the IP
Product management and production support
Platform relationship management
Marketing and user acquisition budget & execution
Ongoing live operations funding
22
Til$ng	
  Point	
  Confiden$al	
  
WHAT ARE
YOUR OPTIONS?
BOOTSTRAPPING
VCs AND ANGELS
CROWDFUNDING
PLATFORMS
INCUBATORS
& ACCELERATORS
PARTNERS
(EVOLVED FROM PUBLISHERS)
23
Til$ng	
  Point	
  Confiden$al	
  
PROS
No external pressure
Complete creative control
No dilution
Availability of
affordable tech
CONS
Limits scope of project
Lack of access to
external know-how
Hard to be noticed with
low / no marketing budget
MOST SUITABLE FOR
Wealthy people or very
frugal people
Small teams with a
distinctive game that can be
developed on a low budget
and find its own audience
BOOTSTRAPPING
24
Til$ng	
  Point	
  Confiden$al	
  
PROS
No dilution
Creative control
(but careful about
upsetting your backers!)
Crowdfunding
campaigns are also
marketing opportunities
Niche projects
can get funded
CONS
Difficult to be noticed: most
crowd funding campaigns
don’t gain traction
Obligation to deliver on
backers’ rewards
No support from “investors”
beyond funding (and often
a lot of nagging)
MOST SUITABLE FOR
Anyone that has made a cult
game in the ’80s or ’90s
Experienced teams that
know how to
budget for and how to
deliver a game
Niche games that can find a
very enthusiastic audience
CROWDFUNDING
25
Til$ng	
  Point	
  Confiden$al	
  
PROS
Office space
Some funding
Mentorship
Introductions to investors,
platforms and publishers
CONS
Equity dilution
Limited timeframe: teams
have to find their way after a
certain amount of time
Not all programs are equally
useful & reputable
MOST SUITABLE FOR
Teams with little experience
in the industry needing a lot
of guidance and support
Studios in jurisdictions that
offer government incentives
INCUBATORS & ACCELERATORS
26
Til$ng	
  Point	
  Confiden$al	
  
PROS
Access to
sizeable funds
Access to other investors,
talent and resources
CONS
Strong dilution
Loss of control
Most VCs don’t have domain
expertise and don’t
understand games
MOST SUITABLE FOR
Very experienced teams with
an understanding of the
business side of games
Companies with significant
traction that want to get to
the next level
VCs & ANGELS
27
Til$ng	
  Point	
  Confiden$al	
  
PROS
Strong production and
marketing support
through the whole
development cycle
Guaranteed promotion on
the platform without cost to
the developer
CONS
Limitations on where
the game can be published,
(either temporarily or
permanently)
Giving up control of IP is
often a requirement,
although this is changing
Strong involvement of the
platform partner in creative
decisions & production cycle
Exposure in change of
strategy or staffing in the
platform partner
MOST SUITABLE FOR
AAA games
Uber-cool indie games that
make the platforms look
good at E3 while they
peddle their shooters
Teams that have the
experience, processes and
patience needed to deal
with a closely involved
partner
PLATFORMS
28
Til$ng	
  Point	
  Confiden$al	
  
PROS
Full-service support
(development, marketing,
operations, business)
Funding without losing
ownership and creative
control
Allows developers to
focus on making great
games while their partner
handles everything else
CONS
Attractive deal terms only
accessible to experienced
teams with very
high-quality games
Size & Relevance of Network
MOST SUITABLE FOR
Successful teams looking
to tackle more ambitious
projects
Commercially-minded teams
looking to build franchises
and brands
PARTNERS
EVOLVED FROM PUBLISHERS
29
Til$ng	
  Point	
  Confiden$al	
  
Best partner depends
on genre, platform, scope,
team and goals
ONE SIZE FITS ALL
DOESN’T APPLY
30
Til$ng	
  Point	
  Confiden$al	
  
In today’s market, developers
have more options and more
negotiating power
POWER
SHIFT
31
Til$ng	
  Point	
  Confiden$al	
  
Creative control
and not
relinquishing
IP ownership
are key to building
a long-term business
CREATIVE
CONTROL
32
Til$ng	
  Point	
  Confiden$al	
  
You will be working with your
partner at least through the
game’s lifecycle - better enjoy
their company
A GOOD FIT IS
EVERYTHING
33
Til$ng	
  Point	
  Confiden$al	
  
Managing all aspects
of a business is harder
Most developers need partners
MAKING A GAME
IS HARD
34
Til$ng	
  Point	
  Confiden$al	
  
Put your best foot forward
and showcase your work:
Gameplay video, playable
build, build notes, game
document, metrics, etc.
KNOW YOUR GAME
35
Til$ng	
  Point	
  Confiden$al	
  
Where does your game fit in the market?
Where does it fit in a publisher’s portfolio?
How far from release?
KNOW WHERE YOU FIT
36
Til$ng	
  Point	
  Confiden$al	
  
What are you looking for in
terms of services and deal terms?
KNOW YOUR NEEDS
37
Til$ng	
  Point	
  Confiden$al	
  
Negotiation: ask for what you want,
but be prepared to take what you can get
GET READY
TO TALK $$$
38
Til$ng	
  Point	
  Confiden$al	
  
Important to introduce yourself: experience, pedigree, staff
Two-way street: you both need something from each other,
and both need to prove the value they offer
BUILD A RELATIONSHIP
39
Til$ng	
  Point	
  Confiden$al	
  
QUESTIONS?
www.tiltingpoint.com
hello@tiltingpoint.com
twitter - @tiltingpoint	
  
sdalsimer@tiltingpoint.com
twitter - @samdalsimer	
  
SAM
DALSIMER
Slide 1 - GasX, Slide 5 - Platinum, Slide 6 - KFC, Slide 7 - 6BEstudio for Top Destinos, Slide 8 - Dulux, Slide 9 - Platinum, Slide 10 - Huzheng, Slide 11 - Canal +, Slide 12 - Curli, Slide 13 - LSD, Slide 14 - Hino, Slide 15 - Vichy
Catalan, Slide 16 - Gregor Collienne, Slide 21 - Platinum, Slide 22 - Naolito, Slide 23 - Ramy on Deviant Art, Slide 30 - Carioca Studios for TNT, Slide 31 - Philips, Slide 32 - Mopic for Shutterstock, Slide 33 - Kevin
Richardson, Slide 34 - Koen Demunyck, Slide 35 - Harvey Nichols, Slide 36 - Softbox, Slide 37 - Exsens, Slide 38 - Cafe Opera, Slide 39 - Forteo. Sources unknown for all uncredited images.

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Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

  • 1. Til$ng  Point  Confiden$al   PUBLISHING ADVICE FOR INDEPENDENT DEVELOPERS GOING ALONE: TO SELF-PUBLISH OR TO PARTNER? APRIL 2015
  • 2. Til$ng  Point  Confiden$al   SAM DALSIMER Previously seen at TriplePoint PR launching games like Candy Crush Saga, Temple Run 2, Kingdom Rush and dozens more. In Quebec, worked on PR for local studios like Frima, Behaviour (re-branded from A2M), Minority, Spearhead. Twittering away @samdalsimer SENIOR PR MANAGER, TILTING POINTWHO AM I?
  • 3. Til$ng  Point  Confiden$al   New generation mobile partner for top independent game developers WHO ARE WE? Focus on mobile and tablet platforms Publishing as a service: •  Funding •  Product management •  Design assistance & UX optimization •  Market research & insights •  Close relationships with key platforms •  App Store optimization & discoverability •  Brand marketing & PR •  User acquisition & advertising •  Scale •  Community and customer service •  Production support 3 Sounds interesting? hello@tiltingpoint.com
  • 4. Til$ng  Point  Confiden$al   An innovative platformer from 1337+Senri with cutting-edge graphics, starring a lovable, unique main character 4 Tim Cook’s Keynote at WWDC 2014 Unveiling of Android TV at Google I/O On stage at the ADA Ceremony
  • 5. Til$ng  Point  Confiden$al   LET’S GET STARTED ENOUGH ABOUT US
  • 6. Til$ng  Point  Confiden$al   IN THE OLD DAYS… Publishers were needed because of: Very high cost of development Retail distribution very important, and very expensive Large marketing budgets required Console platforms mostly closed to smaller companies 6
  • 7. Til$ng  Point  Confiden$al   AS A RESULT Publishers held sway, and terms weren’t favorable to developers 7
  • 8. Til$ng  Point  Confiden$al   8 LIMITED CREATIVE CONTROL No or limited IP ownership
  • 9. Til$ng  Point  Confiden$al   HIGH COST STRUCTURES AND LOW ROYALTIES Resulting in low chance of receiving any over lifetime of product 9
  • 10. Til$ng  Point  Confiden$al   FREQUENT CRUNCHES And “death marches” 10
  • 11. Til$ng  Point  Confiden$al   WHAT HAS CHANGED? (WHAT WAS THE TILTING POINT !?) 11
  • 12. Til$ng  Point  Confiden$al   No physical distribution infrastructure needed Platform barrier of entry effectively eliminated Performance-driven marketing lowering overall costs Indie developers can reach mass audiences directly WHAT CHANGED? DIGITAL DISTRIBUTION PLATFORMS HAVE REVOLUTIONIZED THE MARKET 12
  • 13. Til$ng  Point  Confiden$al   Cheaper and more accessible engines Smaller teams Shorter development cycles Unlimited upside WHAT CHANGED? MAKING GAMES FOR DIGITAL PLATFORM CAN BE MUCH MORE AFFORDABLE 13
  • 14. Til$ng  Point  Confiden$al   WHAT CHANGED? AUDIENCE HAS BECOME SIGNIFICANTLY LARGER AND BROADER 100MFROM “GAMERS” 2BTO “PEOPLE THAT PLAY GAMES” 14
  • 15. Til$ng  Point  Confiden$al   The work doesn’t end with a big launch In fact, that’s just the beginning WHAT CHANGED? GAMES ARE NOW SERVICES 15
  • 16. Til$ng  Point  Confiden$al   GOING ALONE IS STILL DAUNTING 16
  • 17. Til$ng  Point  Confiden$al   PRODUCTION VALUES AND COSTS ARE RISING 17 Growth in development budgets for competitive free-to-play games 2008 2009 2010 2011 2012 2013 2014 $100K $200K $300K $700K $900K $1,100K $1,200K Tilting Point Confidential
  • 18. Til$ng  Point  Confiden$al   USER ACQUISITION COSTS ARE RISING 18 $0.00 $0.50 $1.00 $1.50 $2.00 $2.50 $3.00 $3.50 $4.00 Jan-12 Feb-12 Mar-12 Apr-12 May-12 Jun-12 Jul-12 Aug-12 Sep-12 Oct-12 Nov-12 Dec-12 Jan-13 Feb-13 Mar-13 Apr-13 May-13 Jun-13 Jul-13 Aug-13 Sep-13 Oct-13 Nov-13 Dec-13 Jan-14 Feb-14 Mar-14 Apr-14 May-14 Jun-14 Jul-14 Average cost per install. Source: iOS   Android   Facebook  
  • 19. Til$ng  Point  Confiden$al   IT IS INCREASINGLY DIFFICULT TO GET NOTICED AND STAND OUT Number of game submissions by month on the iOS App Store 0 1000 2000 3000 4000 5000 6000 7000 8000 2008-06 2008-08 2008-10 2008-12 2009-02 2009-04 2009-06 2009-08 2009-10 2009-12 2010-02 2010-04 2010-06 2010-08 2010-10 2010-12 2011-02 2011-04 2011-06 2011-08 2011-10 2011-12 2012-02 2012-04 2012-06 2012-08 2012-10 2012-12 2013-02 2013-04 2013-06 2013-08 2013-10 2013-12 2014-02 1.2 MILLION GAMES IN THE iOS APP STORE Source: Tilting Point / 148Apps 19
  • 20. Til$ng  Point  Confiden$al   MAKING GAMES IS NOT JUST ABOUT MAKING GAMES GOING ALONE IS DAUNTING Domain knowledge is required in: CONSUMER INSIGHTS | MARKETING | USER ACQUISITION ANALYTICS | MONETIZATION | QA | ETC. 20
  • 21. Til$ng  Point  Confiden$al   WHAT TO LOOK FOR IN A PUBLISHING DEAL? 21 Now that the playing field is tilted in the developer’s favor, what should you be asking for?
  • 22. Til$ng  Point  Confiden$al   WHAT TO ASK FOR Depending on factors such as level of completion of the game and investment from the partner: Creative control Control of the IP Product management and production support Platform relationship management Marketing and user acquisition budget & execution Ongoing live operations funding 22
  • 23. Til$ng  Point  Confiden$al   WHAT ARE YOUR OPTIONS? BOOTSTRAPPING VCs AND ANGELS CROWDFUNDING PLATFORMS INCUBATORS & ACCELERATORS PARTNERS (EVOLVED FROM PUBLISHERS) 23
  • 24. Til$ng  Point  Confiden$al   PROS No external pressure Complete creative control No dilution Availability of affordable tech CONS Limits scope of project Lack of access to external know-how Hard to be noticed with low / no marketing budget MOST SUITABLE FOR Wealthy people or very frugal people Small teams with a distinctive game that can be developed on a low budget and find its own audience BOOTSTRAPPING 24
  • 25. Til$ng  Point  Confiden$al   PROS No dilution Creative control (but careful about upsetting your backers!) Crowdfunding campaigns are also marketing opportunities Niche projects can get funded CONS Difficult to be noticed: most crowd funding campaigns don’t gain traction Obligation to deliver on backers’ rewards No support from “investors” beyond funding (and often a lot of nagging) MOST SUITABLE FOR Anyone that has made a cult game in the ’80s or ’90s Experienced teams that know how to budget for and how to deliver a game Niche games that can find a very enthusiastic audience CROWDFUNDING 25
  • 26. Til$ng  Point  Confiden$al   PROS Office space Some funding Mentorship Introductions to investors, platforms and publishers CONS Equity dilution Limited timeframe: teams have to find their way after a certain amount of time Not all programs are equally useful & reputable MOST SUITABLE FOR Teams with little experience in the industry needing a lot of guidance and support Studios in jurisdictions that offer government incentives INCUBATORS & ACCELERATORS 26
  • 27. Til$ng  Point  Confiden$al   PROS Access to sizeable funds Access to other investors, talent and resources CONS Strong dilution Loss of control Most VCs don’t have domain expertise and don’t understand games MOST SUITABLE FOR Very experienced teams with an understanding of the business side of games Companies with significant traction that want to get to the next level VCs & ANGELS 27
  • 28. Til$ng  Point  Confiden$al   PROS Strong production and marketing support through the whole development cycle Guaranteed promotion on the platform without cost to the developer CONS Limitations on where the game can be published, (either temporarily or permanently) Giving up control of IP is often a requirement, although this is changing Strong involvement of the platform partner in creative decisions & production cycle Exposure in change of strategy or staffing in the platform partner MOST SUITABLE FOR AAA games Uber-cool indie games that make the platforms look good at E3 while they peddle their shooters Teams that have the experience, processes and patience needed to deal with a closely involved partner PLATFORMS 28
  • 29. Til$ng  Point  Confiden$al   PROS Full-service support (development, marketing, operations, business) Funding without losing ownership and creative control Allows developers to focus on making great games while their partner handles everything else CONS Attractive deal terms only accessible to experienced teams with very high-quality games Size & Relevance of Network MOST SUITABLE FOR Successful teams looking to tackle more ambitious projects Commercially-minded teams looking to build franchises and brands PARTNERS EVOLVED FROM PUBLISHERS 29
  • 30. Til$ng  Point  Confiden$al   Best partner depends on genre, platform, scope, team and goals ONE SIZE FITS ALL DOESN’T APPLY 30
  • 31. Til$ng  Point  Confiden$al   In today’s market, developers have more options and more negotiating power POWER SHIFT 31
  • 32. Til$ng  Point  Confiden$al   Creative control and not relinquishing IP ownership are key to building a long-term business CREATIVE CONTROL 32
  • 33. Til$ng  Point  Confiden$al   You will be working with your partner at least through the game’s lifecycle - better enjoy their company A GOOD FIT IS EVERYTHING 33
  • 34. Til$ng  Point  Confiden$al   Managing all aspects of a business is harder Most developers need partners MAKING A GAME IS HARD 34
  • 35. Til$ng  Point  Confiden$al   Put your best foot forward and showcase your work: Gameplay video, playable build, build notes, game document, metrics, etc. KNOW YOUR GAME 35
  • 36. Til$ng  Point  Confiden$al   Where does your game fit in the market? Where does it fit in a publisher’s portfolio? How far from release? KNOW WHERE YOU FIT 36
  • 37. Til$ng  Point  Confiden$al   What are you looking for in terms of services and deal terms? KNOW YOUR NEEDS 37
  • 38. Til$ng  Point  Confiden$al   Negotiation: ask for what you want, but be prepared to take what you can get GET READY TO TALK $$$ 38
  • 39. Til$ng  Point  Confiden$al   Important to introduce yourself: experience, pedigree, staff Two-way street: you both need something from each other, and both need to prove the value they offer BUILD A RELATIONSHIP 39
  • 40. Til$ng  Point  Confiden$al   QUESTIONS? www.tiltingpoint.com hello@tiltingpoint.com twitter - @tiltingpoint   sdalsimer@tiltingpoint.com twitter - @samdalsimer   SAM DALSIMER Slide 1 - GasX, Slide 5 - Platinum, Slide 6 - KFC, Slide 7 - 6BEstudio for Top Destinos, Slide 8 - Dulux, Slide 9 - Platinum, Slide 10 - Huzheng, Slide 11 - Canal +, Slide 12 - Curli, Slide 13 - LSD, Slide 14 - Hino, Slide 15 - Vichy Catalan, Slide 16 - Gregor Collienne, Slide 21 - Platinum, Slide 22 - Naolito, Slide 23 - Ramy on Deviant Art, Slide 30 - Carioca Studios for TNT, Slide 31 - Philips, Slide 32 - Mopic for Shutterstock, Slide 33 - Kevin Richardson, Slide 34 - Koen Demunyck, Slide 35 - Harvey Nichols, Slide 36 - Softbox, Slide 37 - Exsens, Slide 38 - Cafe Opera, Slide 39 - Forteo. Sources unknown for all uncredited images.