Tuesday, September 15, 2009

AGDC: How To Operate Your Indie Game Business - For Fun And Profit!

Finally breaking free from the toy job shenanigans (don't get me wrong, I'm grateful), I gave the independent games summit again - glad I did.

The session was "How To Operate Your Indie Game Business - For Fun And Profit!":

"One of the most stable indies out there, Ninjabee has made a large number of very diverse games for digital download. They?ve released games from CLONING CLYDE to A KINGDOM FOR KEFLINGS. These games were developed for XLA, WiiWare, PC, and iPhone. The down-to-earth Fox, talks about how NinjaBee can maintain the creative indie edge and still stay in business. He discusses how they handle contracting vs. self-funded games and compares development and success on various platforms. Hear tips and tricks on pitching your games to publishers or getting them approved from gatekeepers like Microsoft for XLA and much more on practical matters of interest to every indie game developer."

Brent Fox, from NinjaBee / Wahoo Studios, was a wealth of knowledge.

Starting out in weird way -- talking about the employees, all of their young kids, their need for insurance -- had a purpose. There is a higher need (speaking from experience, sometimes desperation) to provide for families that forces a company to run itself like a business and drive to profitability faster than what indie studios of a bunch of single folks might do. The game industry has been slowly moving this direction as the workforce matures, any way. Slowly.

(Blergh. The rest of this post has been deleted. I'll try to find it or reconstruct it from my notes.)

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