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879824 Posts in 33008 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 03:14:36 AM
TIGSource ForumsDeveloperBusinessHow to Start an Indie Game Business (WIP)
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Author Topic: How to Start an Indie Game Business (WIP)  (Read 43483 times)
Richard Kain
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« Reply #30 on: August 04, 2011, 07:26:45 AM »

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

You might not want to wait that long. If you have a solid playable prototype, it's time to start thinking about getting some marketing and business.

In particular, its important to snatch up a domain name once you are positive of the final title for your game. There's no need to decide on the name early in the development process. I usually use a code name just as filler until I'm far enough along in development. But once you do have a name, make sure to jump on registering the domain name for it. People poach that sort of thing all the time, and you don't want some random shmuck holding the domain name you wanted hostage.

If you have something playable that is actually in a presentable state, then take it out and show it off. Go to your local IGDA meetings and pitch it to the crowd there. Take a playable example to PAX or GDC, and give people a chance to play it. The more exposure you can get for you and your game, the better.
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TylerYork
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« Reply #31 on: September 23, 2011, 02:46:34 PM »

This thread is fantastic. Thank you *bookmark*  Beer!
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I work for Betable, a game monetization platform. I also write about startups, gaming, and marketing.
kamac
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« Reply #32 on: October 03, 2011, 12:48:36 PM »

Quote
Websites
Where to find hosting, what to think about when setting up a site.

Quote
Packaging your game
Creating installers, CD's, etc.

Two pretty much interesting... Not finished yet  Sad


But that's really cool thread anyway!
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eyeliner
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« Reply #33 on: December 14, 2011, 03:46:13 AM »

You can always start a thread on it.  Big Laff
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JMickle
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« Reply #34 on: December 22, 2011, 03:32:27 AM »

I recommend look at pixel prospector! http://www.pixelprospector.com/indie-resources/

That has everything you'll most likely need Smiley
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DarthBenedict
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« Reply #35 on: January 12, 2012, 07:19:14 PM »

I recommend look at pixel prospector! http://www.pixelprospector.com/indie-resources/

That has everything you'll most likely need Smiley

Very nice, thanks  Beer!
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Paul Eres
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« Reply #36 on: January 31, 2012, 08:20:31 PM »

i think it's a good idea, but i'd rather learn it from someone with experience rather than someone who just took courses on it. in other words, i feel that if i were to pay someone (unless you'd be offering this for free?) to learn about the business of indie games, i'd rather it be someone who actually makes a living through indie games (like jeff vogel, cliffski, hanako, and so on), rather than someone with no such experience
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brettchalupa
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« Reply #37 on: February 04, 2012, 06:27:53 PM »

I actually just got the business documents for my company in the mail yesterday. It took me a few months of research and preparation to get the point where I felt ready to do it. I know that the Pixel Prospector resources and these forums were a massive help.

As someone who is relatively young, I want to be able to document my process and the mistakes I've made so that others don't run into the same problems. I think a lot of what isn't talked about (well I haven't seen much about it) is the cost of living and finances involved in developing video games. To support yourself making games, it's important to look at viable options for making money and the initial money needed to get started.

Would there be an appropriate place to document my experience on the TIGSource forums, or would it be better to do it on my own site?
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Jackson31
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« Reply #38 on: February 06, 2012, 08:17:31 PM »

I recommend look at pixel prospector! http://www.pixelprospector.com/indie-resources/

That has everything you'll most likely need Smiley

ooOOooh, thanks for that,

I wanted to mention here also, for anyone looking to start up in Australia,
look into the NEIS initiative, http://www.deewr.gov.au/employment/jsa/employmentservices/pages/neis.aspx
It involves getting free business training (a cert IV in buisness menagement I think) and then getting paid around $450 a fortnight to work on making your business succeed for 52 weeks.

With getting accepted into the program though, take note that for game dev buisnesses they will want an existing product that is yet to be sold/published, so you have something you can be earning money with as soon as you start (but I've heard of many cases where people get in with a prototype alone)
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« Reply #39 on: February 06, 2012, 09:10:27 PM »

Quote
.. With getting accepted into the program though, take note that for game dev buisnesses they will want an existing product that is yet to be sold/published .. but I've heard of many cases where people get in with a prototype alone

Thanks for the link, this is really interesting. Have you successfully applied for this?

I think I'd be able to get moonman up to decent prototype stage in a few months...
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Jackson31
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« Reply #40 on: February 07, 2012, 02:14:49 PM »

Quote
.. With getting accepted into the program though, take note that for game dev buisnesses they will want an existing product that is yet to be sold/published .. but I've heard of many cases where people get in with a prototype alone

Thanks for the link, this is really interesting. Have you successfully applied for this?

I think I'd be able to get moonman up to decent prototype stage in a few months...

Yeah, I applied yesterday and got accepted a few hours later, I have a few other indie game's friends who also got in to the program last month, as long as you put enough work into the application to sound like you legitimately want to make this business happen, and you're not a dole bludger, then they should accept you, especially if you are young'ish
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eigenbom
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« Reply #41 on: February 07, 2012, 02:22:10 PM »

Quote
.. With getting accepted into the program though, take note that for game dev buisnesses they will want an existing product that is yet to be sold/published .. but I've heard of many cases where people get in with a prototype alone

Thanks for the link, this is really interesting. Have you successfully applied for this?

I think I'd be able to get moonman up to decent prototype stage in a few months...

Yeah, I applied yesterday and got accepted a few hours later, I have a few other indie game's friends who also got in to the program last month, as long as you put enough work into the application to sound like you legitimately want to make this business happen, and you're not a dole bludger, then they should accept you, especially if you are young'ish

Ah cool, thx for the tip.
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Paul Eres
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« Reply #42 on: February 07, 2012, 08:25:20 PM »

Good point. I was going to offer it for free, and the topics I picked are things that are a bit more high-level (but no less important) and don't really rely on having experience so much as having the knowledge of consumer practices.

Another thing is I could back up my claims with actual research, rather than it just being folk wisdom or whatever.

is this just book knowledge? e.g. have you ever sold anything? it doesn't have to be games, just anything

i'm not sure experience should be downplayed as "just folk wisdom"; isn't doing something the best research there is about it? i agree that controlled experiments are important too, ideally you'd know both, but if you're just going to have one or the other, the former is better than the latter, so i'm not sure you should downplay it like that

this feels even less interesting now, so basically it'd just be you taking classes and then summarizing what you learned in those classes to us? why couldn't we just read books on the subject for the same result?
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King Tetiro
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« Reply #43 on: February 28, 2012, 09:08:56 AM »

Hey dudes, I don't suppose there are any UK dev'ers here who can tell us about the legal stuff in indie game development?
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JMickle
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« Reply #44 on: March 26, 2012, 10:59:53 AM »

also interested in a UK version of this thread.
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