Apr 012013
 

Last night was the end of an amazing GDC trip. A handful of remaining friends and I made a journey out to JapanTown and we had an amazing meal. It was a great way to end the trip.

One of my friends, and a fellow game developer, was there for dinner.  Her trip to GDC was planned last-minute, thanks to someone obtaining her a (very expensive!) all-access pass.

When recounting this chain of events, a male game developer at the table said that she only got the GDC pass “because of her tits.”

The table largely responded with aghast looks and silence. It was brought up that perhaps her ticket was thanks to being an award-winning game developer.

The same male responded with the ever-classy “sure, award winning tits.”

Defenses and arguments tried to be brought up, but conversation quickly moved on with the men talking over the woman until she just sat there quietly and resigned.

I’m posting about this because this shit has to stop.

I’m posting about this because I was silent when I should have spoken up. I shouldn’t have let the conversation sweep this transgression under the rug.

I’m posting this because I am tired of being made complicit (due to inaction) when these things happen. I’m tired of having to yell at people for this shit every night at GDC. I’m tired because I want this to end, and I’m tired of having this conversation over and over again.

I’m tired of feeling like shit because I don’t have enough energy to defend my friends every fucking DAY.

I’m terrified of losing friends over this.

I’m not a very confrontational person. Usually I deal with shit like this by making a mental note to avoid the person in the future. And now that my friends’ feelings are hurt and people are accusing me of inaction and being a bad person because of it, I feel like my last few years of championing anti-harassment policies (and ENFORCING them) doesn’t even matter.

It sucks that my entire personality can be judged on my last exchange.

So, hey: if you are a sexist ass around me, and think it’s just ironic meta-humour, know that it’s hurting me. It hurts me for days, weeks, months afterwards. It hurts my friends. It hurts my business. It makes me less creative, it makes me want to just hide in my basement all day. It makes me not want to go to GDC again.

If I don’t tell this to your face it’s probably because I’m tired of having this exchange this week. It makes me feel angry, upset, and sad.  I hope someone links you to this.

And if you’re going to write me to apologize, you’d sure as shit better apologize to the actual people you pissed on first.

I’m so tired.

Mar 132013
 

Being a prolific event hoster-and-attender in the Pacific Northwest, I’ve found myself sharing beers with various studios – from two-man indie studios to bigger folks like EA (Vancouver). I often bring up the subject of post-secondary education as I have no [relevant] post-secondary training myself.

Just about everyone I talked to says a portfolio trumps a degree.

Roughly half the people I talked to said a degree would help you win an otherwise tied application process;
the other half said they actually disliked the quality of software engineers that have degrees and it’s more of a hindrance(!). So let’s call that a wash.

However, everyone agreed that more important than any of that (given a basic level of competency) is your personality, how well you interact and communicate during the interview process, and sometimes we got into long conversations about the minutia handshakes and eye contact.  This is another reason why it is so important to do the networking thing and attend all the industry events [if you want to get hired someday].

I don’t think we’ve ever discussed actual technical merits, and we only ever spoke about this in the realm of “hiring for a studio.” It seems that a degree doesn’t really do much, when all is said and done.

From my own personal experience though, I was completely self taught and sometimes it shows. I think I independently derived the function, I once ranted to Colin Northway about how there should be some sort of structured hierarchy in coding languages (I was on my way to inventing OOP!), and one of my earliest projects in high school was inventing a tweening animation system (Adobe owes me billions in royalties).

There is a long list of things I’m planning on inventing next. n-notation sounds good. Maybe matrix-math.

There is a good reason why I was 30 before I made my first marketable game: I didn’t have the technical chops, because I didn’t go to school for any of this. I wasted a LOT of time re-inventing an entire catalogue of wheels. I still discover things every day.

So, from a career-lens, I’m wasting time and I regret not getting a CS degree (or at least taking the classes; I don’t care about the paper).

But from a personal-lens, I’m having the time of my life learning new things every day. I’m pretty happy right now.

Jul 112012
 

Check out this awesome story from a fellow indie developer and friend of mine, Rami. It’s a different perspective on how much money you can make on your first try.

I think the best lesson there is the support network. Nobody was alone: Teams everywhere, lots of people to bounce ideas off of, and most importantly: critical and honest feedback on failures.

I love it.

Jul 052012
 

I get this question a lot via email. I’ve gotten a recent deluge of them in my inbox, so instead of answering each individually, here’s a summary answer for the public to my most common question. I know this is a bit of a deviation from my endless optimism, but I think it has to be said at least once in public form.

So, the question I get is:

I have a flash game that I am trying to find a sponsor for.  How much money can I get for it?*

[Edit: I'm talking about commercial flash sponsorship; selling your game to portal sites. I'm not talking about government sponsorships or kickback programs]

What an easy question! Let’s lay it out for you.  The amount of money you can make depends on a variety of factors, not limited to:

  • Luck. Sometimes you just can’t predict ANY of this.
  • What the market desires right now. Maybe there hasn’t been a good game of your genre recently. Or maybe there’s been too many of your game recently. Who knows? Well, you could, if you did some market research.
  • The google-ability of your game’s name. Many sponsors bid on getting google hits; if you already own every google hit, or if there are millions of competing similar titles, your property isn’t worth all that much.
  • Target audience. Some sponsors want a game that can be played with one hand on the mouse. Some cater to a keyboard-only crowd. Which one are you targeting? How many sponsors fit your game? If you don’t know, why haven’t you looked into it yet?
  • Thematics. Is it christmas-time? Does your game feature santa and snow? Why not?

After you’ve settled on a baseline there, and you are doing the BEST you can, here are some nice metrics:

  • 80% of games never find a sponsor. Keep in mind that the barrier to entry for game making is REALLY low, and the quality of these games is almost universally horrible. To get an idea of the shitty games that never find a sponsor, just look at whatever gets banned from Newgrounds, or the dregs of other aggregation sites like Kongregate. These games may never find any money, either due to content, marketability, or just plain.. quality. I don’t think most people that manage to make their way to this blog fall into this 80%.
  • Of the 20% that DO find a sponsor, the MEDIAN price these days for a sponsorship is $600. This isn’t lifetime revenue; this is for your first, one-time, up-front deal. But it is going to be your biggest deal, so yeah. $600 is “normal.” Spend your development budget accordingly.
  • Keep in mind that of the 20% of games that get sponsors at all, yours is probably not going to be “above average.” As the common saying goes, “80% of people think they are above average.” That means the most you can hope for is $600 for your first payment. Anything else is gravy.
  • If you have a really excellent game (not on your own metrics, but on the sponsor’s metrics, which is an important distinction), you can fairly easily pull in $1K-5K for your game, with a median being around $2K. I would wager a guess that any of my talented game-developer-friends that attend GDC and know all the ins-and-outs of the industry would make $2K as a bare minimum. Again, if you fall into this category (almost nobody does!), spend your development budget accordingly.
  • Keep in mind that I’m speaking right now to the (almost a hundred?) people that have asked me this question, and most of them did not make any money. I have put several games myself up for bidding and gotten absolutely nothing in return.
  • There is a chance, albeit small, that you are indeed a beautiful snowflake. If this is the case… I have confirmed cases of sponsors paying up to $200K for titles that I, personally, consider kinda “shitty” games. But they were well polished.

Notice how I didn’t have to play your game to make these judgements? Because your actual game is kinda secondary to all these other factors.

One of the best metrics I’ve been able to come up with, for if a game will find good sponsorship money, is these questions:

  • How many local meetup groups for game development have you attended?
  • How many GDCs have you attended? (x10)
  • How many games have you released? (x10)
  • How many beers have I bought you? (x100)

If you total all those numbers up, and you are over 100, you’ll probably get a good sponsorship. And probably wouldn’t even read this blog post if I didn’t link it to you at some point.

OK. I’ve said my piece. I stand behind it. I know there are outliers, and I know that almost everyone (including myself, at first!) pretty much revolts when they hear “bad news” like this. Or maybe you’re yet another reader that thinks they are, indeed, one of those beautiful snowflakes. The bad news is, if you’re reading this, you probably aren’t. I’m a nobody. Why are you reading this blog? If you lack the self confidence and need this tutorial blog post, you probably aren’t going to make it, this time around.

But to steal a phrase, IT GETS BETTER.

Keep making games. Keep cranking them out. Your first game might not be a success. Your second might not. Several of my (successful!) friends believe in the “1 in 10″ rule: you have to make ten games to find out which one is the hit.

Angry Birds was Rovio’s 11th iOS game, all the previous were flops. Outside of iOS, Rovio made close to 50 games and barely scraped by before they found their hit.

Be absolutely wary of any success stories. The press likes to latch on to them. You never hear about the dozens of failures.

Me? I’ve made about two dozen games. I bet you’ve heard of around 1. That says something.

Keep trying. You’ll make it.  Keep learning, reach out, attend events, participate in groups and forums, and you’ll learn the way to riches.

And if you find it, let me know! I’m still in the woods here! D:

Jul 032012
 

I think I have to coin a new term here. “Free” in iOS-land (and, growingly, in every gaming market) means “ad-supported” or “microtransactions.” Free-to-play (F2P) is frequently just contracted down to Free’ as well.

Yesterday, IceBurgers went 4RealsFree. No ads, no microtransactions, no demo, no lite version. The full game. In all it’s glory. Free.

I did this because I’m an amazing philanthropist and I figure I want to do right by the world.

Naww, I’m just joshing. IceBurgers was submitted to IndieCade for judging ages ago, and it’s a big pain in the butt for me to generate download codes for every judge that wants to play. Since the game wasn’t making any money anyway (I’m lucky if I get one purchase per day), I figured… Why not make it free? Totally free?

If you like it, all I ask is you buy me a can of coke or something the next time you see me. Or send me a postcard. Anything.

Here’s the link to IceBurgers in the AppStore.

EDIT: IceBurgers has rocketed up the charts and gotten a lot of press attention. Finally. Note that I got absolutely zero press attention when I was launching the game.

May 302012
 

It’s been a while since I’ve done a proper, on-time post-mortem! Previously, I’ve done “by-the-numbers” posts on SteamBirds and SteamBirds Survival, and they are some of my two most popular posts ever. Let’s give IceBurgers a nice treatment, shall we?

Before I get started, if you don’t know what IB is: IceBurgers is a word-game I developed for mobile devices, in a very rapid fashion. You can read all my posts on IceBurgers with that link there, including a full DevVlog on the game and some posts on subsequent troubles launching the title to the iOS market.

Development

Development of the game only took me 8 days.

Development of the game only took me 8 days!

Everything in this post should be coloured by that. Please remember it! I wrote it twice to double the odds you do so.

Why 8 days? Since early development, it was apparent that the game would launch on mobile platforms – the control scheme just doesn’t feel comfortable on a desktop. I consider the browser-based market a “safe bet” for making your rent, but very difficult to strike it big. I consider mobile platforms to be the opposite: easy to get absolutely nothing, but slightly easier than the browser markets to strike it big. “All or Nothing,” as they say.

I restricted my development time on this project to make sure I wasn’t betting the farm on the title. I didn’t want to pour a ton of effort into a thing that had a very big chance of striking out completely. If the game got traction, I would continue development; if the game was ignored, I would halt it immediately.

It helps that titles like word-games are very heavily focused on a single core mechanic, and that core mechanic is very easy to develop quickly and make interesting and fun. Word games don’t typically require depth or intermixing of several mechanics to be worth buying. Games like SpellTower, PuzzleJuice, and Wurdle all had relatively short development cycles as well (though I think IceBurgers still is the speed champion, for better or worse).

As a quick note, the game was developed in the AS3 language and compiled to native bytecode with Adobe AIR. This pipeline allows for (free) targeting of iOS, Android, Blackberry, and other such mobile devices… Though I did just focus on iOS to start. Most playtesting was done on an iPad2, and I would say the game is most at home there, though the app is universal.

Also note that this was my first ever iOS game and I didn’t know what to expect, had no experience, and wasn’t sure what roadblocks would be ahead of me.

Why launch on just iOS?

So browser development was thrown out early for UI-reasons. Why restrict launch to iOS, especially considering I could just recompile for, say, Android with a single mouseclick?

Well, probably mostly because I was scared. I wanted to make sure the game would do well in the iOS market, and I had hopes of getting some really good feedback so that I could push an excellent version 2.0 out to all the other mobile markets. Intentional restriction for quality control reasons.

Also, I’m lazy. Reworking the game to fit all the screen resolutions for all the android devices would be annoying, and I don’t have test devices to try them all out on.

Thinking back, though, that seems silly. I should have just launched everywhere at once.

Development Costs

Though rapidly developed, I did spend a chunk of money on getting some help. I even did marketing.  Yeah, proper marketing. This is new for me.

In all my previous games, I’ve partnered with people – give up revenue and IP shares in exchange for services rendered. This effectively made all my previous games “Free,” but this one was different. I wanted to try out just paying cash for everything. And Cash I did pay:

  • $2800 – Game Development
  • $1000 – Marketing
  • $300 – Merchandise
  • $99 – Apple tax

Some of those “game development” costs are for Sven’s awesome artwork, Alec’s great music, and Kert’s kick-ass dub-trailer, and I don’t think I could have avoided paying those unless I was a genius and could do all forms of art myself. Alas, I am a mere programmer and designer! I am jealous of those people that can pull off doing it all.

Other expenses included in the Game Dev section: a few hundred here and there for APIs (MilkManGames has an awesome collection, for example!) or other software packages I didn’t quite own yet, so I guess those could be considered “business development” costs and not “game development” costs. Oh well, they’re small enough anyway.

The marketing stuff is me actually buying ads. More on that in a bit. :)

How did it do?

Terribly. Let’s break it down into a few key time periods:

  • SOFT LAUNCH
    The game launched with a single tweet (as a weird marketing test). It was a soft-launch with no press emails or anything, just in case there was a hideous show-stopping bug. I did an account-switch at Apple so I don’t have my data in chart-form for original launch, but I made a DevVlog at about this point with some visible sales data in the video. Surprisingly, I had 46 re-tweets of a single tweet I made here… It was a crazy-successful tweet with huge reach. 

    The game sold 41 copies on launch day, and about 20 copies the rest of launch-week. The rest of the month saw a sporadic sale or two, all of which at full-price: $1.99.

  • REAL LAUNCH
    After fixing some bugs and bettering old-device compatability, and introducing some viral-loop features (Facebook and Twitter integration), I officially launched the game around 1 month after the soft launch. This launch officially had marketing support, emails to hundreds of press contacts (none of which replied), and all the bells and whistles of a proper launch. It went on sale for the first time, half-off at $0.99.During the launch-weekend timeframe, the game sold approximately 20 units.
  • #BecauseWeMay
    The BecauseWeMay sale was interesting. It was a celebration of pricing control, and I did mention it in past DevVlogs and on my blog as well. It happened about two weeks after the real launch of the game and got a lot of press attention.The week-long BecauseWeMay sale drove approximately 90 sales to date (the sale is on for two more days, as of this writing), and has – alone – more than doubled all of my sales to-date.

But this is me just blabbing about things! Who wants to see CHARTS?!

You can clearly see me often selling absolutely nothing each day. The peak in the middle there is the hard launch, and the big wall on the right is the #BecauseWeMay sale. Not pictured is April, which had a peak similar to the middle one.

As excited as I am about BecauseWeMay, doubling my shitty sales is just 2x shitty sales.

Total revenue-to-date is $179.44, two months after launch.

Marketing?

So, I mentioned I spent $1300 on marketing and Merchandise. What was that all about?

Merchandise was easy. For GDC, I ordered a bunch of T-Shirts and Stickers, which I had been giving out and wearing everywhere. You probably saw me wearing the shirt on my DevVlog videos! The game unfortunately didn’t launch till well-after GDC, so these efforts might have been wasted. $300 down the drain.

To support the main launch on May 12th, I bought a week’s worth of advertising banners on various websites. I did them up myself, so they aren’t the best ever, but whatever: Better than most other ads I’ve seen. Check out this banner ad:

I presented these ads in three different services:

  • Facebook, targeted at “women between 25-35 with children who use facebook on their phone” ($500)
  • Project Wonderful, targeted at more gaming-centric sites (with some custom ads placed on comics sites I like to read) ($200)
  • Reddit, untargeted. ($300)

Though facebook had the most impressions (HUNDREDS OF THOUSANDS), it resulted in only 30 clicks. Project Wonderful had a tiny amount of traffic by comparison, and a much higher click-through-rate. Reddit provided me around 180 clicks as well.

Across all three networks, my cost-per-click was well over the 99-cent sale price, but I was willing to take a loss to promote visibility and viral-buzz.

I’ll give you a minute to scroll back up to my sales-graph and look at the date range of May 14th -> May 21st, the dates these ads ran.

I sold exactly 4 copies that week.

Ouch.

Why the price-point?

I wanted the game to be free-to-play, but didn’t have the time to devote to the game to get it done properly. I fully intended to convert it to F2P if it had been selling well, but as we can see.. It did not.

The $1.99 pricepoint was chosen for the simple reason that it allowed me to discount it to 99 cents. There is no “on sale” on iOS if your app is only 99 cents to start with.

By having this pricepoint, I was able to participate in the #BecauseWeMay sale, which – as we’ve seen – was the best thing to happen to the game!

What about rankings?

In the iOS market, your ranking position in the store is King. Being in the top-100 is considered absolutely necessary to make a profit, and even then the top-25 is the goal (and top-10 means bags-of-money).

So what rank does my $179 money-machine have? Well, let’s look at the US Market:

Nice. During the BecauseWeMay sale, I peaked at #74 in the “WordGames” subsection for paid-ipad-apps.

But, because I’m Canadian, and I want to feel good about myself, check out the charts in my home country:

Aww yeah! Look at that, #25! Wooo!

Sadly, what this is telling me is that you just have to sell your game to 20 Canadians and you’ll be in the top 20 or so. If I organized all my friends together at once, I might have been able to pull that off.

What went wrong?

It’s pretty obvious at this point that the game is a complete train-wreck, as far as profits are concerned. I might even feel better about myself if I sold ZERO copies, than just a handful of copies. But here we are. Where did I go wrong?

Well… where to start?

  • The branding of the game needs to be re-worked. The name is cute and has a pun, but it doesn’t sell the game on it’s own. The character is confusing and the imagery isn’t exactly cohesive.
  • The logos in the app-store could use some brushing up. Your app-store logo is your biggest billboard.
  • The website for the game is much too sparse on details, and doesn’t list the press-kit info right on the page.
  • I should have launched on all mobile platforms, considering how easy it would have been to pull it off.
  • I didn’t pester the press enough. There has not been a single critical review of the game anywhere, as far as I can tell.

The absolute biggest mistake, though? The TRAILER. It’s funny, I love it, the style is amazing and Kert is a genius for slapping it together. It was meant to be a teaser, and I was supposed to get an actual gameplay teaser in place on the game’s website for all those banner-ad-clickers to see. I had two press contacts say they never wrote anything about the game because they couldn’t figure out what the gameplay actually was from the trailer (… and therefore turned down acceptance of promo codes for the game).

Why didn’t I make the new trailer? Time and money constraints, mostly.

What went right

Time spent. I’m glad I didn’t pour several months into this title, just to have it flop like this. I’m glad I learned the “what went wrong” lessons early. A lot of people say “If I had just spent more than 8 days on the game, I would have done so much better! Maybe added new game modes and stuff!”… I disagree! I think all the problems listed in the above section were what held me back.

I’m very proud of the game that was made, and I am seriously convinced that it is fun. Unlike any of my other games, I still do sit down and play it for fun. I play it on long airplane trips. I play it while laying in bed.  It’s a fun game.

Most of all, I’ve learned a lot about the entire “iOS thing.” This is my first iOS game, remember, so writing all of this off as a learning experience is totally acceptable.

Net Revenue

The game has put me in debt by $4,019.56.

Future Plans?

I’m thinking a complete re-brand. Go for a name like “Generic Word Game” and play up the whole scrabble angle might result in better sales. Make the game Free-to-play with a one-time unlock for alternate game modes or something. But because I’m so far away from riding a “viral wave” right now, I’m probably going to wait until after PAX (maybe October) before working on it further.

Thanks for reading! If you have any questions I’d be happy to answer them. Hit me up!

May 202012
 

I just watched a friend do a solo vocal performance (w/piano accompaniment). She was very talented, the lyrics were great, and the whole thing was awesome. BUT: The raw emotion conveyed by her voice, and even just her breathing patterns, absolutely floored me. The rest of the song *could* have been rubbish, and the emotion still would have carried it.

She got a standing ovation that was so, so long even I started feeling uncomfortable, just standing in the audience.

So my question is: Is it possible to capture this same feeling in a game?

This is definitely the kind of work I want to be doing. It just seems so distant from me right now…

May 202012
 

Well, look at that! I have another game on the stove right now. Whenever I “announce” something it means it’s not just a prototype or a test anymore… It’s something exciting enough that I will want it out on the market.

I’ve got Sven Bergstrom on board again (he also worked on IceBurgers), and he whipped up this awesome concept art. It’s desktop-background sized, and believe me, it looks really good there.

Click for full size

This game is a tile-based puzzley-action game? I’ve had people compare it to triple-town, but I don’t think that’s quite right. I’m not quite sure how to describe it, but everyone I’ve playtested with really enjoyed it and can’t put it down! It’ll be available on mobile devices and web browsers before PAX Prime, I’m hoping.

If you show up to one of my local meetup groups, or one of the many game jams or other events I attend (I’ll be in Vancouver next month!) you can playtest it on my iPad!

May 182012
 

In what-seems-like-ages-ago time, Dejobaan Games and (my company) Radial Games decided to team up and work together on a project. That project is finally being announced publicly!

It’s called Monster Loves You! and has nothing to do with the Lady Gaga song of the same name. But I’m sure this sentence will really improve my SEO nonetheless.

I’ve shared some words about it over on Dejobaan’s Blog, so go read about Monster Loves You! there :)