|
GDC: The Birth And Growth Of Independent Game Studios
Wednesday
at GDC brought an excellent opportunity to share the knowledge of two
experienced game developers on how to create, and grow, profitable game
development companies.
In a first session, Michael Sellers from Online Alchemy (and prior to that, creator of Meridian 59)
discussed the life cycle of a small development house, focusing on the
critical decisions to be tackled from day one. The session put a lot of
emphasis on experience-driven ideas in the launch phase, covering the
incorporation of the company, the human resources area, project
selection, etc.
Then,
in a separate session, brothers Guha and Karthik Bala (President and
CEO of Vicarious Visions respectively) detailed the critical techniques
and tools they use on a day-to-day basis to keep operations under
control, even in times of crisis. This second presentation focused
specifically on mid-size studio finance, portfolio definition and
sales, and so the two talks complemented each other really well.
Michael
Sellers presentation started with some reality-checks for the audience,
starting by why should anyone want to create a studio: money, power,
working on complex problems, etc. Sellers quite graphically explained
how a pure revenue-driven approach usually fails, as few studios
actually reach an acquisition or profitability phase. He also stressed
how game ideas are worth nothing, and so any new studio should begin by
putting ideas on paper, detailing them, so they become plans and not
just blue-sky thinking.
|
|
|
 |
 |
 |
Michael Sellers of Online Alchemy
|
He
then moved on to an extensive enumeration of different funding
strategies for small studios, from debt financing via credit cards, to
funds from the Small Business Administration (not a viable strategy, in
Sellers opinion). Some unusual strategies like getting a mortgage on a
property were discussed, but then the majority of the argument detailed
the more common funding mechanisms, that is, contract work and
investors. Sellers wisely stressed how contract work can become a test
for the team, as it allows them to work on something similar to their
dream project. Still, it's important to ensure the contract work does
not interfere with the long-term goals of the company or even deviate
us from them.
As
for investors, he focused on the two key questions any investor will
ask sooner or later: "How will you use my money to make more money?"
and "how much do I get back and when?"
Finally,
strategies for today's market were explored, like focusing on niche
markets (casual games being a perfect example here) and getting to
revenues as quickly as possible as budgets sky-rocket. Overall, Michael
Sellers provided lots of food-for-thought, especially for the first 18
to 24 months in the life of a novel game studio.
|
|
|
 |
 |
 |
Karthik Bala, Vicarious Visions CEO/CCO
|
From
that moment in the life cycle of a studio, Guha and Karthik Bala's
session kicked in, providing financial tools to convert a mid-sized
studio into a profitable business, possibly ending in an acquisition as
proven by Vicarious Visions' recent integration within Activision.
The
talk followed the evolution of their company from its incorporation in
the nineties, and the problems encountered along the road, providing
the audience with a no-doors-barred insight on the strategic decisions
taken at the financial level. The core idea was that game studios often
forget finance and focus on making games, and so whenever a project
falls apart or takes too long to get signed, the studio goes bankrupt.
The Balas exemplified these problems with their own experience, and how
they learned to overcome these issues.
The
first critical decision is to invest in a solid banking relationship so
you can have access to credit lines for the studio in times of need.
The Balas explained how banks are reluctant to work with game studios
as there is little equipment or machines, and so relationships must be
slowly grown, taking advantage of the positive cycles in your studio so
you don't have to run to your bank when things look grim.
|
|
|
 |
 |
 |
Guha Bala, Vicarious Visions President
|
A
second essential component to a sustainable, profitable studio was the
creation of a financial reserve, so the company can overcome a serious
blow such as losing a client. Some guidelines on how to compute how
much money should go into the reserve, when should it be used, etc.
were given. A real-world use case was then provided: Vicarious Visions
was using Alchemy as a middleware solution when the developer of this
engine went out of business, leaving Vicarious Visions with no support
and lacking some features. Most game developers facing this scenario
would not have been able to recover and go out of business, but
Vicarious Visions was able to mobilize their cash reserves to overcome
this complex situation.
Both
speakers then moved on to analyzing a developer's sales pipeline, and
how careful planning can help choose the projects that better suit the
company's goals and strategy: from lower-budget titles with high
royalties, to lower-royalty projects that have a huge upfront payment.
They also discussed customer diversifying as a way to avoid large
revenue dependencies, suggesting 40% as the top contribution your
largest client should have in your overall revenue. Finally, they
blended these ideas in a project portfolio chart, which allows the
developer to visualize projects (in rows) and risk / reward sources (in
columns). By doing this, the developer can assign scores to the
potential projects, so at the end of the day they can make informed,
data-driven decisions.
Guha
and Karthik Bala's approach relied heavily on analysis tools such as
Excel charts, as a way to display all relevant decision making
information, and making sure the right projects and negotiation
strategies were chosen. It was pretty clear during their presentation
that the classic saying that “information is power” holds true for game
studio managers, as these tools allowed Vicarious Visions to gain a
competitive advantage, grow a profitable business (having shipped
around 100 SKUs in the last decade), and reach a point of acquisition
by a major publisher, Activision in this case.
Overall,
the two sessions provided a thick body of knowledge, extremely relevant
for any game entrepreneur, but especially for small-to-midsize game
studio managers. And this knowledge, when used right, can differentiate
life from death in the fragile arena where independent developers try
to make their way.
_____________________________________________________
|
Comments
Login to Comment