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

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

#51
My advice -- just started doing this myself --

- don't overscope

- don't limit yourself to a platform (language, console/pc/mobile)

- don't be afraid to aggressively cut features

- don't ever think that you really know what will work

- do try things (lots of things)

- do make a great game

- do spend time studying games that sell on your platforms (business development)

- do write terrible code (if you're someone who knows the difference)

- do it fast

- do things that keep your morale up

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

#52

Earlier quoted context omitted.

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 p…

Congratulations! I wish you'll be able to do that.

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

#53
post #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?

A number of factors. Games were much smaller then and a competitive game could be done in 1-2 years by 2-4 people. The budgets were usually in the 5 digits. This made it much easier to do if you knew how. On the flip side, far fewer people had any programming expertise.

Now, it's possible to do something similar on the web, or with a cheap mobile game, but in console gaming (PS3, 360 etc) the games all run in the 8 digits (over $10,000,000!) and involve big teams, often over 100 people.

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

#54
Don't count on your first product being a success.

Have reserves to handle a few less-than-break-even projects.

Have more than one idea.

Start simple.

Remember that you have to release a product every 2 months to make a living at mobile.

Never go into debt and your company can survive forever, even if you don't make a dime.

Make a code base you can reuse. Know who is going to buy your product.

Don't underprice.

Make sure your contracts always handle things like your publisher going out-of-business.

Only make products you believe in.

Don't finalize your company name / product name until after you have successfully registered the web domain.

Keep your fans talking with forums.

"Lore" is a super cheap way to make your game more interesting.

Be extra kind to the folks who aren't getting paid... yet.

Don't burn bridges... you never know.

What is hot today will be dead tomorrow, no exceptions.

Be sure to have a bloody good screenshot or nobody will buy it.

Find "movements", join them, take them over, make them yours.

Always innovate, never follow.

Notice targets of opportunity.

Polish, polish, polish.

Eventually, you have to ship or die.

Somebody has to be "the last word".

Better yet, don't do it.

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