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Ask HN: Has anybody here ever successfully started a videogame company?

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41–50 of 54 posts

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#41
I personally know plenty of indie game successes so it's definitely doable.

Generally:

* Keep things small and focused.

* Make games, not game engines.

* Keep control of your revenue streams early on. Sell the game yourself and consider platforms such as Steam or XBLA bonuses. If you can't sustain yourself without those platforms you probably won't make it. Use that extra revenue for expansion of your studio or your ambition.

* Marketing and PR should be a primary focus, alongside game development.

* Scope scope scope. If you're first product is an MMO you'll fail. If you think your first few products will be able to compete with anything on a store shelf you'll fail. A good game with personality is not dependent on your underlying tech nor does it require novels of content. That's why many of the successful indies start with 2D games drenched with style. A good game is a good game.

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#42
post #37

I've been a fan of Llamasoft for years. They're an indie shop of two coders, releasing games since the early-1980's. More recently they created Neon, the music light-synth on the Xbox 360, Space Giraffe on XBLA, Gridrunner Revolution on Windows, and are currently making iOS games (GoatUp, Deflex, Minotron: 2112, and Minotaur Rescue). They were not pleased with XBLA. Their game, Space Giraffe, got hammered by a partic…

I apologize for the slightly tangential response but your post merits more than a POU (Plain Old Upvote). 30 years ago a C64 was My First Computer, a birthday present. Llamasoft's Attack of the Mutant Camels was my first game, swiftly followed by the insanely fast Gridrunner. I cut my teeth on Commodore v2 BASIC and 6502 assembler. I turned down an early teens New Year's party (girls and everything...) to hack on an…

That's an awesome story, you should definitely post it on YakYak. :)

Oh, and check out some of their new stuff I mentioned. Especially the iOS stuff as it's modeled after many games from the C64-era (you'll like them I bet): http://minotaurproject.co.uk/Minotaur/minotaurprj.php

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#43
I have worked in the games industry all my life, and also had my own game company. I am starting to think the industry is seriously broken in it's current form.

The main reason is that it is such a hit driven industry, which means that most companies live from hit to hit, until the moment they have a failure. At that point, most companies close down, as they can't afford a new production and may not be lucky enough to get a publisher deal early on.

The problem is that it is hit driven industry, and this is true no matter if you make AAA games like Gears of War or Halo, or if you make small iphone games or middle-sized games on Steam or XBLA. The sales numbers drop sharply as you move away from the top selling games and it is extremely hard to stay in the top for very long.

Publishers are essentially the VCs of the games industry, and have enough money to spread their risk, as they know 80% of their projects will fail.

Another problem with game production, is that you don't really need that many people early on, when you are still figuring out what game you are making. Then slowly as you enter production, you ramp up the time. This is also the same reason, that so many people are often laid off after a game comes out. There is no longer a need for all those people in the company.

What I think really needs to happen, is for games companies to become more like movie production companies, where a team is assembled as needed and can be dispersed with no hard feelings after the production. The production of a game, also becomes a much more measured risk this way.

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#44
I started a studio to develop video games. Its definitely not hard to get into at all. You just need the passion to complete a full game then release. The biggest thing to decide is which market you will choose, because some are better than others. I wouldn't choose the console market as the indie games on there struggle to get decent revenue. I love the mobile development choice because when your meeting new people and friends you can whip out your phone and show them on the spot. Its part of the reward of releasing a game.

When you release a game immediately start working on either promotion, features to improve the current game, or your next game. Do not do what I did and sit around looking over all of the numbers, that will disappoint you. Start thinking about the next game you can develop and expand upon what you learned from the previous project.

Once the feedback and numbers start coming in for the released game start tweaking it and release updates every other week until you are happy with the numbers and players stop requesting changes.

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#45
post #4
post #2

A friend and I quit our jobs to start a mobile game company. The toughest things are we have to work like crazy to meet self-imposed deadlines and deal with a bunch of non-programming related issues like marketing and distribution. Mobile games are the easiest to get into (since you can rely on the app distribution models from Apple, Google, and Microsoft) and you don't need to think too much about cramming your soft…

Your game looks really nice ! Maybe the next angry birds ? :-)

Thanks! We get that comment a lot. I love Angry Birds, while basic, and I'm glad it's bringing gaming to the masses. The more people playing mobile games the larger the market for us!

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#46
post #29
post #2

A friend and I quit our jobs to start a mobile game company. The toughest things are we have to work like crazy to meet self-imposed deadlines and deal with a bunch of non-programming related issues like marketing and distribution. Mobile games are the easiest to get into (since you can rely on the app distribution models from Apple, Google, and Microsoft) and you don't need to think too much about cramming your soft…

So did you guys save a bunch of money before quitting and are hoping it succeeds or do you have outside funding? Also, what avenues of marketing are you using?

We saved some money before quitting. We're staying with friends (paying rent) to save costs on housing. But we live in SF, so it's still pretty expensive. In the Mission, you can get tacos for cheap, and, hey, they're pretty good. :)

For marketing – not much. Relying on blogs, forums, word of mouth, featured promotions in the App Store and in Android Market (and in Windows Phone 7). We bought a few ads, but they weren't super effective. Focusing on marketing is something we will do for our next game, but since we're strapped for cash it's hard to compete with the social farming gaming behemoths in terms of climbing the ranks through advertising.

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#47
post #2

A friend and I quit our jobs to start a mobile game company. The toughest things are we have to work like crazy to meet self-imposed deadlines and deal with a bunch of non-programming related issues like marketing and distribution. Mobile games are the easiest to get into (since you can rely on the app distribution models from Apple, Google, and Microsoft) and you don't need to think too much about cramming your soft…

1 million Android downloads - but how are you doing financially?

Over 1 million. ;)

Great for two people. Not enough for much more. Let's see what happens after we release additional content, in-app purchases, and another game! We have some tricks up our sleeves and we love making our players happy.

We have an ad in the free Android version that users can remove by completing an in-app purchase for 99 cents. So we make a little bit of money from each Android user.

I hope we keep pleasing our users and making more money so we can build more great games.

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#48
post #2

A friend and I quit our jobs to start a mobile game company. The toughest things are we have to work like crazy to meet self-imposed deadlines and deal with a bunch of non-programming related issues like marketing and distribution. Mobile games are the easiest to get into (since you can rely on the app distribution models from Apple, Google, and Microsoft) and you don't need to think too much about cramming your soft…

I remember seeing your app either featured in the Apple App Store or being in a Top 100 list on it.

Great! Apple featured us for a while and it really helped. We soon dropped from the ranks since we can't afford to pump money into advertising like the other mobile game behemoths can. We are releasing the free version and an expansion pack soon, so we hope to reach more users this way!

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#49
post #20

This is a bit off-topic, but only because some of the comments made here are making me wonder about Unity3D. A while ago, I kept hearing a lot about Unity3D while talking with teams around the DC-NY area. So I looked into it, and made a small game mayself, just research - non-commercial, to see if it was as useful as everyone claimed. Everything they said was true, I was able to get a simple game done in a weekend. B…

I am not a gamedev but I am currently building what some would consider to be a large game[1]. It has been amazing to work in as it streamlines the development process massively. I have only spent about 20 hours with it so far and if I had chosen another engine I would not have progressed this fast.

You should take another look at Unity when v3.5 launches - they have made some advancements and fixes that are targeted for larger projects[2]. I can't wait for a better gui system and native lod support!

As for the negatives, so far I have only found the documentation to be lacking on some fronts (specifically regarding the terrain engine).

[1] http://trailsgame.com/

[2] http://www.marketwire.com/press-release/Unite-11-Unity-35-De...

Re: Ask HN: Has anybody here ever successfully started a videogame company?

#50
post #34

I and my partner started Naught Dog, Inc. from scratch (some various articles I've written on this here http://all-things-andy-gavin.com/video-games/ ). We went from 2 (us) to well over 100 employees. Building from bigger and bigger game one at a time. But we started in a much easier era (the 80s).

I'd be interested to know your take on what made the 80s an easier era to start in. Is it mainly that the field is more competitive now than it used to be, or are there other factors as well?
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