The games industry ecosystem has changed a lot since 2009, to survive as an indie game developer/studio you need to adapt. Here are some survival tips on how to manage your studio and projects in 2018.
2. Agenda
Today Ill be discussing:
2009 vs 2018
Building Team
Managing Studio
Choosing Projects
Managing Projects
3. Introduction - About Me
Kris Antoni
Founder of Toge Productions
9 years of experience in game dev.
IGDA Jakarta Chapter coordinator
Indonesian Games Association advisor
4. Introduction - About Toge
Toge Productions
Independent game development and publishing studio.
Started in 2009, formally established in 2010.
Released more than 20 games across multiple platforms (web, mobile,
desktop)
5. In the
beginning
Started with only 2 guys in
a garage
Indie game developer
making web-based Flash
games
No funding (~US$ 1000
own saving)
6. Now
14 people
Indie dev &
publishing for PC,
consoles.
Collaborating with
more than 7
studios
We now have an
office and 2 cats
8. Definition of
Indie Studio
Indie Studio is a team that has
complete creative freedom and
legal independence
Not the size of the team or how
much money they have
Legal Independence
Creative Freedom
IndiesInternal R&D
Internal Studio
Work-for-hire/
Outsourced Team
Source: Jason Della Rocca
15. The Game Market
Its getting crowded, at least for Mobile and
Desktop (Steam)
Democratization of game development has
opened the floodgates.
Supply is exceeding Demand.
We are competing for time and attention.
17. The Game Market
Mobile
There are approx 3,6 Million apps on
Google Play Store
There are approx 3,1 Million apps on App
Store
18. The Game Market
Mobile
App Store - There are approx. 783,269
games in iOS (25% of total app)
Play Store - 677,560 games in Google
Play Store (18% of total app)
Very crowded, visibility is an issue
Source: Statista.com
19. The Game Market
Mobile
With $70Bn market it seems that in average
each game makes $47,918 in revenue per
year.
But in reality the top 1% mobile games earns
90% of the revenue. Backed by HUGE
marketing budgets.
Means that the rest 99% earns almost nothing
Source: Statista.com
20. The Game Market
Desktop (Steam)
+-25,000 total games on Steam in 2018
7,696 games released in 2017 alone
Predicted 9800 new games in 2018
Top 0.5% games earns 50% of the total revenue
Steam
Greenligh
t
Source: Steamspy.com
21. The Game Market
Console
Dominated by AAA games
However, relatively less crowded
A lot easier now vs 2009, but still very hard
for indies to enter
(especially for 3rd world countries)
22. The Quality Expectation
2009 - Angry Birds - $ 0.99 2018 - PUBG Mobile - Free
Gamers expects high quality polished game
for cheap
Race to the bottom $0
24. Self-Publishing in 2018
Making a good game is no longer good enough. You also
need to think about:
Hooks
Content Size
Product Positioning
Marketing & PR
Release Windows
Pricing
Target Market
User Behaviour
27. Small and Agile Teams
Keep your team small and agile
Less mouths to feed, your budget will
last longer
Hire people with good work ethic and
attitude, not just good skills
Keep your projects small, but focused
28. Have
ONE DIRECTION
Your team believe in the same
shared vision
This will give you a direction to go
Define goals and milestones
Allows you to plan ahead
OKR & Sprints (Ill explain later)
29. Have
Entrepreneurial
Soul
Its okay to find inspirations from
other games, but if you dont
stand-out from the crowd, youll
drown.
Build POSITIVE REPUTATION &
DISTINCT SIGNATURE
Impact / Innovation
Commercial Intent
Independent
Entrepreneurs
Sell Outs/
Clones
...just lost Starving Artists
Source: Jason Della Rocca
32. What is OKR?
OKR stands for Objectives & Key Results
is a framework for defining and tracking objectives to identify goals and focus efforts
A dream written down with a date becomes a goal.
A goal broken down into steps becomes a plan.
A plan backed by action makes it reality.
33. OKR Structure
Vision / Dream
Year 2
Strategic Goals
Year 1
Strategic Goals
Q1 Objective Q2 Objective Q3 Objective Q4 Objective
Key Result
Key Result Key Actions
Long Term
Yearly
Quarterly
Month or
Week
Company
OKR
Team OKR
Personal
OKR
Key Actions
34. OKR Best Practices
Where do we need to go?
Objectives:
Directional
Inspiring & Ambitious
Qualitative
Time Bound (Yearly or Quarterly)
Actionable by team
How do we know we are getting there?
Key Results:
Results/Outcomes to achieve
Measurement of Success
Measurable & Quantifiable
Time Bound (Quarterly/Monthly)
Difficult, but not impossible
Company
OKR
Team
OKR
Personal
OKR
Final Goal / Objective
Milestones / Key Results
Effort Driver / Key Actions
What do we need to do to get there?
Key Actions:
Efforts to achieve objective
Key to Success
Can be Number or Boolean
Time Bound (Monthly/Weekly)
Difficult, but not impossible
35. OKR Example
Dream:
The Best Game Ever!
Year 2
Strategic Goals
Year 1 SG:
Validate Visual
Style
Q1 Marketing Objective
Viral on Social Media
Q1 Art Team Objective
Create Distinctive Visual Style
Key Result
10K Likes
Key Result
10K Retweet
Key Actions
Post 10 Devlogs
Key Actions
Post 100 Concept Art
Key Result
Win 2 Awards
Key Result
10K Likes
Key Actions
Experiment with 10
Art Styles
Key Actions
Make 100 Concept Art
36. OKR Best Practices
Max 3 Objectives at a time
3-5 Key Results / Actions
Set Quarterly
Reviewed Weekly or Monthly
Visible to Everyone
<50% is problematic, 70% is on target, >90% is too easy
Objectives
Key Results
Time
Frame
Progress
Visibility
Target
37. Benefits of OKR
Disciplines Thinking
How to cascade major goals logically and how to achieve it
Communicates Accurately
Gets everyone aligned to what is important
Establishes Measurement Culture
Shows how far we have gone
Establishes benchmark
Motivates to push further
Focuses Effort
Ensures that we are going the same direction
Everyone is Involved!
Everyone knows where the company is going and participate in
moving forward
39. Acknowledge Your
Limitations
Do you have it to pull this off?
Skills
Experience
Budget
Time
Platform / Tools (Multiplatform)
Passion / Do you care?
Impact & Result
Cost & Effort
(Effort)
Max Cost
Max Result
(Waste)
Max Cost
Min Result
(Stagnant)
Min Cost
Min Result
(Lucky)
Min Cost
Max Result
40. Methods There are 2 approach
Product Oriented
Games First
Approach
Market Oriented
Audience/Platform
First Approach
Gameplay ThemeVisual Competition Trends
User
Behavior
41. The Product
Oriented Approach
Start with creating prototype
Focus on innovation
(Mechanic, Visual, Narrative)
Game-jams
Find market fit later
Prototype
Market
Research
Experiment
Development
Launch
42. First, Best, or Different
If you cant be the first, be the best
If you cant be the best, be different
By being different sometimes youll be
the first
Experiment & Innovate!
Example:
Ultra Space Battle Brawl
Fighting PONG game on
steroids
44. Fail Fast, Fail Forward
Dont waste time polishing crap
Prototype and validate quickly
Participate in game-jams & Ludum
Dares
Learn from your failures and move
forward
45. The Market
Oriented Approach
Start with market research
Understanding the market
(User Behavior, Competition,
Trends)
Market analysis
Find game design to fit market
Prototype
Market
Research
Experiment
Development
Launch
46. Know Your
Audience
Mobile Gamer
On the go
Short sessions
Not willing to pay upfront
PC Gamer
Dedicated time/space
Med-Long sessions
Willing to pay upfront $-$$
Console Gamer
Dedicated time/space
Long sessions
Willing to pay upfront $$$
Do market research &
analysis
Know their behavior/habits
Know their demographic
Know your customer
journey
Identify their personas
What hooks them?
47. How consumers find you?
What influences them?
Streamers / Youtubers
Game Media
Etc
Important
Landing Page ASAP
Build fan base!
Customer Journey
48. Understanding
Hooks
Something that can grab your attention
and pull your curiosity
Types of hooks
1. Visual Aesthetics
2. Theme Cohesiveness
3. Interesting Mechanic
4. Emotional Hook
a. Nostalgia
b. Controversy
c. Dev Story
5. Audio Hook
6. Technological
Novelty
7. Brand Loyalty /
Power
8. Catchy Title & Pitch
9. ROI for the Player /
Affordability
10. Social Hook / Peer
Pressure
49. Know Your
Competition
Is it a crowded genre?
Product positioning?
What works?
What to avoid?
Steamspy / App Annie
Boxleiter method
Simulation
Play as the
zombie horde
Play as a
single zombie
Action
50. Anticipate Trends Dont follow current trends, you are too
late!
Predict future trends!
51. You Need Both!
Iterate and test
Prototype
Market
Research
Experiment
Development
Launch
55. Vertical Slice
A portion of the final product.
1 level / 1st 15 minutes.
MVP
Core Gameplay
Secondary
Features
Polish / Cosmetics
56. Build Visibility as
early as possible
Build hype and awareness.
Direct traffic to your Landing Page or
Store Page.
Goal collect wishlist & fan base!
Concept Art
Mock-ups
Post concept art or
mockups to social
media
Concept
Alpha Demo /
Early Prototype
Post GIF or video,
Proof of concept
demo
Alpha
Vertical Slice
Demo
Feature highlight,
Teaser demo
Teaser trailer
Exhibition &
Competitions
Beta
Trailers
Gameplay,
Story / Narrative,
Announcement
Trailer
Pre-Launch Launch
Updates
Post-Launch
64. Take Away &
Conclusions
The market is always changing, be
ready to adapt
Always look for new opportunities
Keep your team small & agile
Have clear direction
Set goals & milestones
Know your limitations
Be unique & distinctive
Build your fan base early
Collaborate
65. Thank You
Kris Antoni
@kerissakti
Toge Productions
@togeproductions