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#publishing

(Self) Publishing
aka. “Dreaming of what I’ll do with this awesome
idea/prototype before even knowing if people will
want to pay for it.”
#starttalkingalready

Table of contents
• Who am I
• Before you publish
• Self-publishing
• Finding a publisher
• Summary
• Questions?
#thatguy

Who am I?
This is a lecture by

Vlad Micu
Did freelance journalism, consulting, event management and
research under own company

VGVisionary.com
Used to be the European editor of

Gamesauce Magazine
Wrote for many other international outlets including

GMR magazine, Control Magazine, Bashers.nl,
Gamert.nl, CriticalGamer.co.uk, XBLAFans.com,
Game Mode Magazine
And now went Indie since April 3rd to work on

Snobli Run
This slide’s design is inspired by

Brandon Boyer @brandonnn
#answeryourquestionmark

You’re starting a business

Things change once money gets
involved
#watchthesocialnetwork

Step 1: Before you even start
• Build your team
• Decide on agreements,
rights and IP ownership
• It’s a business, act
accordingly
• Track each other’s
contributions Cover

your bases!
Money + Friends = Problems
#dontskipthisstuff

Step 2: Handy legal advice is
everywhere

“Online collaborations are a frequent occurrence […].
However, the legalities surrounding this kind of team
building raises a variety of questions.
Problems like privacy, jurisdictional issues, and age all
make these relationships potentially problematic. “
- Mona A. Ibrahim (entertainment lawyer)
#whateverfitsbest

Step 3: Explore your options
• Build flash games
• Sell games to portals
• Run a portal
• Sell from your website
• Deal with publishers
• Invent a new model

What works for others might not work for you!
#buildexperienceanywhere

Casual vs. Indie? Whatever…

“My colleague Mark likes to call [making casual games]
'polishing turds', and likes to point out that the result of
polishing turds all day is that you smell of shit. “
- Nick Tipping (Moonpod)
#thelast10percentisthetoughest

Step 5: Find your deadline. Finish
your game.

“When Alec and I were working on Aquaria, the Independent
Games Festival submission deadline forced us to make hard
decisions about the direction we were taking and it also forced
us to look at our schedule more realistically. Had we not had
that deadline, I’m not entirely certain we would have finished!”
- Derek Yu (Mossmouth)
#notallalphascanbesold

A finished game gives you more
leverage
#fightforyourrighttopary

Step 6: Make the right choices
• What do you want?
– Money
– Respect
– Recognition

Basic formula: 
Income = Game Quality * Exposure
#clonewars

(Step 7: Dealing with being cloned)

“Sometimes it seems like you’re balancing your creative drive vs your
business acumen (both of which my British wit compels me to
admit are things I’m not really very good at) and trying to make
very important decisions with zero idea of where they’ll lead. At
what point does cloning impact your bottom line – and at what
point does thinking like that start to undermine your humanity?“
– Danny Day (QCF Design)
#celebrateyourindependance

Self-publishing vs publishers

“You'll make a number of zeros more money
from a bad deal with a big portal, than a
good deal with a smaller portal.”
- Nick Tipping (Moonpod)
#theindieway

Self-publishing

“So, my recommendation for indies, is a 3 pronged approach portals, direct sales, and retail. The hardest of these and the most
time consuming, is direct sales, but it's the only thing that grows
your business - in the form of community, and customers that will
be interested in your future games. I think that's why many people
neglect it, but do so at your peril; I certainly wouldn't still be
making indie games if it weren't for direct sales.”
- Nick Tipping (Moonpod)
#askyourgrandmother

Finding funding
• Your family and
friends
• Investors
• Selling small games
• Crowdfunding
#believeinangels

Find Angel Investors
• Around Universities
• Business incubators
• Venture capital clubs
• Angel confederacies
#flashgamelicensesmakemoney

Sell Flash games

“Creating Flash games was and is a way for us to earn some funding through an
established model - it's a low risk, low resource way of earning money by doing what
we love: making games. Sure, there are some compromises we need to make when we
create a Flash game - but you can decide in how far you compromise anyway. We
think it's a great & fun way of earning some starting funds. ”
- Rami Ismail (Vlambeer)
#vadimisgod

Read Vadim’s blog

“3 years passed since I left office space. During that time I developed
and/or released more than 30 games. Also few games on EyePhone by my self and via others. Still I have only one portal and one blog
 but we`re working at the new one casual-portal. […] In total I was
able to earn - $145,531. The first year was - $40,468, the second $28,329, the third - $76,734. In average per month - $4042, or $6380 if
to count just last year.”
- Vadim Starygin
#seriouslythereisnottime

There’s no time to explain
• Clear vision
• Great gameplay
• Awesome trailer
• Brilliant marketing
#sellsellsell

Let someone else deal with your
payments

“An order processor collects payments from your customers.
For a small percentage, an order processor will take the
payments for your game via credit cards, PayPal, mail, fax,
phone, and camel.”
- Amanda Fitch (Amaranth Games, LLC )
#statwhore

Measure everything
#evonymakestonsofmoneythisway

Advertising
•

CPM = for cost-per-mil. In
other words, getting 1000
impressions on your banner.

•

CPC = cost-per-click. If the
CPC is $0.15 and you get one
sale per 100 clicks, then a sale
costs you $15!

•

Challenge: Competing for ad
space with big publishers and
people with more money.
You’re selling a low volume,
low cost product.
#EAissmart

An example

“Kotaku charges an $8 CPM (cost per 1,000 banner impressions) for their
standard advertising banners. Their news post about this PR stunt
will likely surpass 40,000 views. To err on the safe side, let's say the
total cost of the check and fancy box is $300. Since Crecente burned
the check, EA basically spent the equivalent of a $2.50 CPM for a
front page news post on Kotaku. That is an incredible value.
– Cheapy D. (CheapAssGamer.com)
#advertisinggenius

Test different methods for yourself

“The total number of hits generated was quite impressive for the
amount spent. […] I wasn’t really sure what to expect with AdWords,
but I was pleasantly be surprised by the results.  […]
The free advertising was much harder to measure, as it came from a lot
of smaller sources which don’t usually have their own reporting
features. The range of traffic was quite varied, with a few surprises as
well as a few disappointments. “ 
- Phil Newton (Sodaware)
#sendittoeveryone

Press release distribution
#loveatfirstsight

Finding a publisher

"Although publishers seem redundant nowadays, due to the
shift to digital, the contrary is true. They have vital
information about your target market, have the much needed
reach and therefore can take your game to the next level with
their arsenal of marketing." 
– Maarten de Koning (Green Hill Studios)
#gothroughallofthem

The list
Big Fish
Bigpoint
Real Arcade
Gamehouse
Game Fiesta
Game Thoughts
Xing Interactive
Idigicon
Tubro Squid
Playfirst
iWin
Kongregate
Six Waves Superior
Interactive
Manifesto Games

Cosmi (Europe)
Alten
Alten
Jolly Good Games
Merscom
Egames
Akella
Take 2
Arcadetown
Zero-G
GarageGames 
Alawar 
Oberon 
Greenhouse 
Plimus 
Regnow 
ShareIt 
RegSoft 
#thecakeisnotalie

Portals
Spilgames.com
RealMedia 
BigFishGames 
Game du Jour 
GameHouse 
Reflexive 
GameHouse 
Yahoo! 
iWin 
Pogo 
GameTram 
Prizee.com 

“I'm not anti-portal! I just believe that relying on
them is not a guaranteed way to build up your
business. Remember that every sale from your own
web site is another person you can e-mail when
you have another game out.”
- Christopher Natsuume (Boomzap Entertainment)
#justcall

Contacting publishers
Look for:
• Licensing managers
• Partner managers
• Business developers
• Producers

Just call their office, ask the receptionist to forward you and
ask their e-mail
#youresellingyourteam

How to pitch
1. Know everything about
the publishers you’re
pitching to.
2. Be sharp, don’t bore
them.
3. Remove any risk form
your project for the
publisher (or have it
already done).
“It’s absolutely crucial that you word your pitch as an
opportunity […] If you present yourself as having a good
idea, a strong business case and a great team, that for the
investor is a chance for them.”
- Seb Canniff (Sony Computer Entertainment Europe)
#whydidntyoucallme

The day after

“They made us wait at least 6 months after they said "yes, we'll do
business with you" before sending us a nice little 2 lines email
saying "sorry, we are dropping the business deal. If you have other
games, tell us. Have a nice day." 
What this tells me is that you should always make sure you have
constant conversation with your publisher and make sure you know
what their goal is and if their compatible with yours before dealing
with them.”
- Christopher Natsuume (Boomzap Entertainment)
#readthesmallprint

Giving away a piece of the pie
• In exchange for a
solid marketing
budget.
• Extra workforce,
support and other
services.
• Guaranteed minimal
revenue from the
game.

Choose your partners wisely
#readthesmallprint

Before you sign anything
• Hire a lawyer, it’s an
investment
• Know your terms
• Don’t be greedy
• Ask others for advice
and references!

Choose your partners wisely
#protectyourstreetreputation

Before making any promise

Be 100% sure you will ever be
able to finish your game!
#doallthesethings

Summary
• Do your legal
homework
• Find funding
• Finish your game
• Pick your destiny
– DIY
– Sign a deal
#readitall

References/Further Reading
•
•

Most importantly:
http://casualconnect.org/lectures/2010-seattle-lectures/steambirds-postmortem-a-new-take-on-the

•
•
•
•
•
•
•
•
•

http://underdevelopmentlaw.com/ip-enforcement-for-independent-game-developers
http://underdevelopmentlaw.com/collaboration-agreements-and-online-development-teams/
http://underdevelopmentlaw.com/the-business-and-legal-issues-surrounding-team-building/
http://forums.tigsource.com/index.php?topic=2.0
http://mygaming.co.za/news/news/8745-born-indie-game-Desktop-Dungeons-cloned.html
http://www.qcfdesign.com/?p=376
http://www.next-gen.biz/features/the-cloning-of-desktop-dungeons
http://blog.wolfire.com/2011/02/Counterfeit-Lugaru-on-Apple-s-App-Store-developing
http://www.macworld.com.au/news/game-clone-raises-questions-about-mac-app-store-policing23820/
http://makeitbigingames.com/
http://makeitbigingames.com/2009/01/one-way-to-divide-your-company-equity-at-start-up/
http://www.amaranthia.com/downloads/How-to-Sell-your-Game.pdf
http://www.gamasutra.com/blogs/DavidGalindo/20100724/5531/How_much_do_indie_PC_devs_
make_anyways.php

•
•
•
•
#readitall

Moar Reading!
•
•
•
•
•
•
•
•
•
•
•
•
•

http://positech.co.uk/cliffsblog/?p=827
http://www.over00.com/?p=819
http://www.positech.co.uk/content/analytics/analytics.html
http://www.wired.com/gamelife/2010/08/indie-games/
http://forums.tigsource.com/index.php?topic=5369.0
http://makegames.tumblr.com/post/1136623767/finishing-a-game
http://www.develop-online.net/news/35631/HOW-TO-Successfully-pitch-your-dream-game
http://www.xblafans.com/machinariums-xbla-refusal-and-more-the-original-interview-withamanita-designs-jakub-dvorsky-90.html
http://www.gamesetwatch.com/2011/03/gdc_2011_humble_indie_bundle_c.php
http://www.joystiq.com/2011/03/01/the-humble-indie-bundle-leaving-no-customer-behind/
http://www.andymoore.ca/2011/03/thoughts-on-mobile-platforms/
http://www.entrepreneur.com/money/howtoguide/article52742.html
http://www.kickstarter.com/projects/1296948465/no-time-to-explain-indie-game
#imlonely

Contact me
• I’m in ur campus, working in ur Gamelabz
• Will be staying in the guest lecturer house at Talo 6 #F28.
Look me up there in the evening and let’s play some
beer pong.
• Mail me at v.micu@vgvisionary.com
• @vgvisionary
• Website: www.vgvisionary.com

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