BETA | START YOUR OWN STUDIO // TIPS FOR BEGINNERS
Have you forgotten anything?
Rounding off our start-up special, studios new and old offer their advice to future developers about those tricky first steps and other vital things to remember
LEARN about accounts, tax and
business – or pay someone else who already knows. Use great, bulletproof contracts or don’t use anything at all; anything in between causes headaches. Stick to your guns, but don’t be an arsehole: you are what will make your company unique, and therefore make both it and your products valuable. Oh, and expect grey hairs.
Managing Director, Spilt Milk Studios Andrew Smith
WHEN you’re new, expect to get
rejected a lot by press and publishers because, let’s face it, it’s tough being the new kid around. When you send out press kits and show your game to publishers, expect to be ignored or told “we feel it’s not quite a right fit now”. But do you give up after your first try? Hell no! You work some more on the game, try again and tell them what’s new.
Creative Director, Eyesodic Games Dan Kenny
NEVER overinflate your self-perception.
Be humble, understand your weaknesses and be constructively critical. Review your project often. Listen to all members of the team. Always get a second opinion from an industry source or your consumers. Partner where possible – think about who could help bring your game to market. Don’t be afraid to take your time because when your game is ready, it’ll speak for itself.
Jay M Bedeau CEO, Rie Studios
BE fussy in choosing your team. A strong,
capable team will make the whole thing much easier, but if they are weak you will always be papering over the cracks. Try to find people brighter and better than you are, and keep them happy. You may not be able to pay them a fortune but be prepared to listen and you will have a motivated team. Believe it or not, most people value ‘please’, ‘thank you’ and ‘well done’ more than a free coke machine.
CEO, Waterfront Entertainment Stephen Swan
ONCE your business is ready, we would
recommend that focus should be placed on securing and funding your first office space. Remote working wasn’t ideal for us but as soon as we moved into our office, things started to move a lot quicker. And make sure that all of the team are behind the ‘idea’. Your initial core team needs to be prepared to work long hours, undertake several projects and do what it takes to make the company a success.
Commercial Director, Beartrap Games
UNDERSTAND why others failed. People
have probably tried your idea before. Was it the wrong platform? Poorly executed? Is this truly an idea whose time has come or are you destined to repeat the mistakes of others? Watch your back, too. If it is a good idea, others are probably working on it. It’s tough to take customer discovery seriously, raise money, recruit staff and maintain secrecy at the same time.
COO & Co-Founder, Space Ape Games 22 | NOVEMBER 2013 Simon Hade
ASSIGN clear responsibilities.
Roles in a start-up studio are usually quite blurred. Everyone tends to chip in where they need, but responsibilities must be clear – otherwise you end up with decision by committee, which rarely achieves anything. Take as much as advice as you can, from as many different people as you can. Consider it, and then make your own decision. Don’t follow other people’s advice blindly.
CEO, Remode Studios Ella Romanos
LOOK at the trends, but try to think
differently. Early in 2010, we were told consoles and handhelds were dying, but I think it was an error to follow this advice. We did some contract stuff on smartphones, but that’s not what we wanted to do. Now, we are porting one of our games to Vita – it’s the best platform for it. And Vita is great for a small company: costs are lower, so you need less sales to make a profit.
CEO, Ninja Fever Eloy Ribera
DEVELOP-ONLINE.NET Grant Alexander
DON’T underestimate how much work
goes on with the business side of things. I probably spend 50 per cent of my ‘Zero Dependency time’ catching up on emails, dealing with expenses, and other activities not directly related to game development. Also, if you’re an indie coding at home, think about your ‘office space’. I couldn’t sit on the sofa and write low- level graphics code, so I have my desk and PC at home set up to reduce distractions.
Lead Programmer, Zero Dependency Andy Esser
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