to address this challenge: the struggle to find a balance between extensive business development efforts and the limited focus on game development. Whether developers need assistance with scaling and require recruiters or seek guidance in business strategy, our offerings provide tailored solutions. It’s worth noting that our approach differs significantly from traditional publishers, as we prioritise establishing a unique partnership with game studios, providing guidance and assistance without exercising any kind of creative control over the project.
How do you hope to carve out a niche in what is a very competitive market? Listening to developers and taking decisions as gamers. Decisions have to make sense under a business perspective, but the core is always to bring value to gamers and to the developers who create these games. It’s only when you have developers at the center of your activity you can truly stand out. We’re not exactly a publisher, we’re not an accelerator program either, even if we have things in common with both. Our way of working and the services we offer were designed from developers to developers, by listening to devs and understanding what they need that they’re not currently offered.
What can developers expect from you when they first get in touch?
What developers can expect from us is finding a partner who wants them to win and will not interfere in their creative decisions.
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the game in f
The first stage is to submit a project for consideration through our website
www.rafturgames.com or our LinkedIn page. We take three types of projects: game funding (earlier stage than beta), game publishing (beta or later), and game related tech or service. The first filter to accept a game is always asking if this product brings value to gamers. This means that we only accept games that prioritise gameplay and creating a fun experience, and if they have in-game monetisation, that it is done in an ethical way (no pay-to-win, no loot boxes). This filter by itself sets us aside from many other publishers in the market, who prioritise economic gain. The second filter is assessing market potential, and if there is space in the market for a game like this. The third, only for early- stage funding, is assessing the team behind the game and their previous development experience to make sure they can do the game they want to develop. Once the game is taken in, the approach differs depending on the stage of the game. For early funding, we supervise their business proposal to make sure no expense has been forgotten and we create a marketing budget depending on the scope of the game and the size of the market. You wouldn’t believe how often a game project is presented to investors without a marketing plan or even a promotional budget consideration, assuming publishing will come on its own, which does not always happen, with disastrous results for developers and investors. Once numbers make sense, we present the project to our private net of investors to find the best match. For later stage projects, we take care of putting the game in front of gamers.
gamers.
December/January 2024 MCV/DEVELOP | 27
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