Bootstrapping in the Age of Blockbuster Budgets Albert Reed Co-Founder/Director of Development...
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Bootstrapping in the Age of Blockbuster Budgets
Albert ReedCo-Founder/Director of Development
Demiurge Studios
Latest Version at: http://www.demiurgestudios.com/G
DC/
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Introduction
Bootstrapping: Funding a company with no external investment and with little or no personal wealth
Without a means to bootstrap, the indie is in danger Big budgets present opportunity for small studios Look at the other lectures:
We Learned the Hard Way So You Don't Have To: How to Outsource Successfully
Multiple Site Game Development Successful Outsourcing on Triple "A" Games - A Case
Study of Forza Motorsport
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Prerequisites: Individual
Patience: Growth will be slow Be willing to sacrifice 5 years of
competitive earnings Don’t wager what you can’t afford
to lose Willingness to work on less-than-
ideal projects
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Pre-Requisites: The Team
Don’t got it alone Need inspiration, pick-me-ups, complementary
skills, sanity-checks Selling an individual is harder Game industry experience: It will save you
time Sales skill/expertise (not a full-time biz
person) Business consultant
Contacts Talent
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Pre-Requisites: Infrastructure Computers, phones, etc. Place to work
Try to get office space with your first gig
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The First Gig: Sales Part 1
Reach out to your contacts Scour job boards and project pages
(gamasutra.com, gamedev.net, etc.) Compete on price versus hiring Don’t be choosy. Look for isolatable tasks:
Programming: Installers, tools, gravy-features Art: Bulk environment art, animation, non-
essential characters Demiurge’s first: “Infest!”…
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The First Gig: Infest
Web to native port Knew the owner of the company Got office space and $1000/week for two
programmers Saved $200/week for supplies, soda, t-
shirts, “cushion” Heat problems. Got a door on the
bathroom
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The First Gig: Execution
Your reputation is everything Set high expectations, meet them Carefully manage the client relationship
“We’re half a man-day behind…” Professionalism – blow them away
Don’t be a pushover. Make trades for schedule It will gain you respect
Remember you still have nothing to lose Never stop selling…
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Building Value: Sales Part 2 One project done, new prospects in the works
Use your new niche. Demiurge went with UnrealEngine
“Never turn down a job you don’t have” Serious games, installers, ports, box art Don’t pre-qualify the client, just get a check
Availability be damned! Make a website, keep it up Language tips: “We”, “Some other contractors”,
“Previously”, “Absolutely” Handling the “off site” question
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Building Value: Sales Part 2 Talk to the right people.
Look for business-oriented contacts, avoid HR Making the case for outsourcing is easier
than ever Lower your rates to land the value-building
gig Console experience, engine experience, Big
Name Project Don’t de-value your work
Never stop selling… Cast a wide net, then steer the deal
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Building Value: Negotiating Long-term projects are the brass ring “A little bit pregnant” goes a long way
Tools, concept art, experience w/their tech are great What to do when start/end dates don’t line up
Don’t stress until the deal is assured It’s still early, don’t get caught up in contract
details They only matter when it’s too late Hire a good IP/contract lawyer
Reach out for new skills. Leverage your reputation
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Building Value: Execution
Establish process Better way to bake a normal map Off-site task tracking/progress reporting Scheduling capabilities
Build up a portfolio to sell skills Start game-development team
Demiurge did this too early
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Fixed Price vs. Time & Materials
Avoid large fixed price gigs until team is practiced
Nudge gently – in the end the client decides
Leverage benefits of each…
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Fixed Price
Much riskier Bigger potential pay-off
More independence Easier to develop own tools, processes,
techniques Watch out for fixed price AND fixed
date Avoid “incentives”
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Time & Materials
Steady income (brass ring!) Harder to profit from, without high-
rates or low-cost employees/contractors
Generally a less adversarial client-relationship
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Pricing
“The only way that you know you left money on the table is if you didn’t get the deal”
Examine costs of the hiring alternative: Salary + benefits (Health care, 401k, vacation) Hiring/firing costs (time and $) Equipment Is hiring even possible?
Client doesn’t have value of internal talent Other industry rates will be higher
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Why to Outsource?
Your team represents difficult to hire developers (perhaps in quantity)
Your team is trained to get up-to-speed quickly on new projects
Your team will inflict a minimal drain on their existing leads
Hiring you does not raise their burn rate which gives them flexibility down the road
You have staff with a variety of expertise; you can put exactly the right person on each task
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Looking Forward
Define corporate goals early Culture Product
Build value and advance goals with every gig
Starting internal development Big: When you can pitch the team Small: When you can afford it