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877177 Posts in 32849 Topics- by 24288 Members - Latest Member: Ahbu

May 18, 2013, 05:31:29 PM
TIGSource ForumsDeveloperBusinessHow to Start an Indie Game Business (WIP)
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Author Topic: How to Start an Indie Game Business (WIP)  (Read 43283 times)
skaldicpoet9
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« Reply #15 on: April 07, 2009, 05:17:36 PM »

Wow, why have I never seen this thread before? This is great stuff Derek, thanks Smiley
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\\\\\\\"Fearlessness is better than a faint heart for any man who puts his nose out of doors. The date of my death and length of my life were fated long ago.\\\\\\\"
Richard Kain
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« Reply #16 on: March 25, 2010, 11:05:25 AM »

I have a question. From some of the people I've talked to, I have gotten the impression that the first thing you should do in developing your own game business is to produce a playable prototype. That seems to be job #1. If you have a playable prototype, then you have something you can present to investors in order to get venture capital for polishing that prototype up. Job #2 would be polishing your prototype into a more respectable game, and then possibly releasing a preliminary version for public consumption. This initial release might be free-to-play, and would serve as a beta test and as a marketing tool. If you are targeting the XBox 360, this release would be made in the Indie Games section.

Once you have a playable version of your game available to the public, you need to start thinking about drumming up attention and promoting it. A website specifically devoted to your game, and possibly one for your company as well, would be a good idea. If your game attracts enough attention, you might consider adding some message boards as well. Once you actually have a following of sorts, it is time to start pitching an expanded version of your title to major publishers.

Let me know if any of these proposals are off base.
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dubajj
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« Reply #17 on: March 30, 2010, 10:24:05 AM »

Overnight prints has really mediocre quality business cards.  Yes you will get your phone number and website and everything out to the world, but they feel cheap (probably because they are really cheap).  I have one that has been in my wallet for a few months and about 30% of the ink has rubbed off.  Also the last batch I ordered had about 5% of the cards off center, tilted, or unevenly colored.  My personal feeling is giving someone a business card like this is saying "i'm too cheap to even bother printing my own, and i have no understanding of quality"


I would recommend http://www.moo.com for business cards.  They are incredible, it costs about $0.50 a card, but its worth it.  They feel pro, and have excellent color.  They also will let you print multiple images per batch, so you don't have to get 50 of a single card design. 

Jasper
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Uncutrok
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« Reply #18 on: July 14, 2010, 06:09:40 AM »

this is actually very helpful now i don't got to pay like 60 bucks to staples yay! Well, hello there!
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Vino
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« Reply #19 on: July 15, 2010, 07:02:22 PM »

Staples and Kinko's have terrible quality business cards in my experience. They curl up due to the heat of printing and the ink is shabby.
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JakeL168
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« Reply #20 on: September 18, 2010, 01:07:26 AM »

That was a lot of procedures over there (the tax, health insurance thingy)...
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Evan Balster
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« Reply #21 on: October 18, 2010, 06:57:23 PM »

I think NSIS deserves a mention under distribution.  It's a great free tool.
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John Sandoval
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« Reply #22 on: October 18, 2010, 09:50:56 PM »

That was a lot of procedures over there (the tax, health insurance thingy)...

What the fuck?
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JoeManaco
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« Reply #23 on: October 21, 2010, 11:25:54 AM »

Not realated really to the game business but I really can recommendate the book Rework from 37 signals, because it has a lot of advises that are true to indie game devs, too.
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krasimir
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« Reply #24 on: November 03, 2010, 08:21:04 AM »

Quote
The focus on my talk is how to transition from a "team with a project" to a "company with a product".

I hope "company with a product" stands for revenue stream. Hopefully, one that surpasses costs, so that company is profitable and can reinvest into new projects, hire people, grow, etc.
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Richard Kain
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« Reply #25 on: January 05, 2011, 10:27:09 AM »

I hope "company with a product" stands for revenue stream. Hopefully, one that surpasses costs, so that company is profitable and can reinvest into new projects, hire people, grow, etc.

That is ultimately the goal of most developers, even the indie ones. We all like to be able to pay our bills, and maybe make a little on top of that. If you can cover your expenses, that means you can cover your salary. And that means that you can afford to continue working on indie development full time. That's the dream!

Growing the company is a bonus, but is not strictly necessary in my opinion. Too many people focus on growth and expansion, without considering the consequences. There are clear benefits to keeping things smaller. Investing surplus revenue in quality as opposed to quantity could be a better approach.

And one of the best ways to insure a net profit is to cut your costs. Thankfully enough, there are plenty of options available right now. The most obvious platform choice for cutting costs is the PC. Whether Windows, Mac, or Linux, there are development and publishing options that won't hurt your wallet. All three OS options provide free tools for developing software. The cost for assembling one of these boxes is the cost of the hardware plus the cost of the OS itself. If you are proficient at assembling your own rig, you could build a Windows box or a Linux box for less than $500. Add to that $200 - $400 for a copy of Windows, or $0 for a copy of Linux. (I'd recommend Ubuntu) For a Mac, you could probably get a used Mac for around $500 - $600, or a new MacMini for $700. All Macs come with the OS pre-installed, so no extra expense there.

If you want to develop for the iPhone or Android, you will still need a computer. For the iPhone you will need a Mac, for the Android I'm pretty sure you can use any box.

Another cost-cutting measure is in the game's graphics. Tailoring your game's visuals for a budget is a popular and effective strategy. Pixel art and Programmer art are two common options. Both reduce the cost of graphics considerably. The only other option is hiring an artist, and that is always pricey. A student or intern is the most affordable, but will give you the least amount of polish and will require the greatest amount of training. Unless you already have a substantial budget to throw around, I would stick to basic pixel art or programmer art.

Then there are the expenses related to software tools. Thankfully, we have advanced to the point where there are plenty of low-cost or free options. For graphics, there are programs like InkScape, GIMP, and Blender. (available for all platforms) For audio you have tools like Audacity for basic editing and cutting, and Musagi for basic mixing and music composition. For programming there are Express editions of Visual Basic, XNA, XCode, (for Mac) and numerous IDEs on Linux. If you want to get into some web game coding you can develop for Flash using the Flex SDK on any platform, and you can use the FlashDevelop IDE on Windows. The options when it comes to game engines are too numerous to list here. Some cost-effective indie options include Irrlicht, Blender Game Engine, XNA framework, Cocos2D, Unity, and now even the Unreal Development Kit. Find the right combination for the scope of your project and start learning.
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Conker
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« Reply #26 on: February 09, 2011, 07:20:30 AM »

Man. I don't have the money to do this. Sad 
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Shackhal
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« Reply #27 on: March 03, 2011, 12:17:30 PM »

I'll take notes about this. I gonna use this in the future Hand Pencil Wink
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Leroy Binks
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« Reply #28 on: April 24, 2011, 04:48:25 PM »

This information as a whole was fairly useful.  I think this could stand a going over, just to bring facts, figures, and links up to date.  I would offer www.HotCards.com as a cost effective alternative to business card printing.  $.06 each for 1000 and the price goes down the more you buy.  I have used them for multiple creative printings and will use them for my game's marketing material.
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There are plenty of pixelated programmers pounding out products of peculiar playability at a prolific pace with purported profits.

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Xardov
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« Reply #29 on: July 31, 2011, 02:48:15 AM »

This is a very nice and informative post, i'll be sure to refer to it once I finish my game!  Toast Right
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