This document provides advice for independent game developers on whether to self-publish or partner with a publisher. It discusses how the industry has changed with digital distribution, lowering development and marketing costs. However, going alone is still challenging due to rising production values, user acquisition costs, and difficulty standing out. Developers have more options like bootstrapping, crowdfunding, incubators/accelerators, publishers/partners, and should consider factors like funding needs, creative control, and fit when choosing a partner. Partners can provide full support services without losing ownership.
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
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
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
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
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
$1,200K
Tilting Point Confidential
19. Til$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