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The icing on the cake was that, possibly due to the success
of Dino Run, PixelJam accepted two "for hire" jobs -- one for
Comedy Central's The Sarah Silverman Program and another for Cartoon Network's
Adult Swim. Tilmann would only reveal that each commissioned project generated
slightly less than what PixelJam earned from Dino Run -- but they took
considerably less time to build.
"I guess you could say that, on paper, our business
would flourish more if we just did work for hire," he adds. "But we'd
be very, very miserable. We're just not happy working for other people."
That is, in fact, how Sean T. Cooper got started as a Flash
developer. In 1987, he began his career at UK-based Bullfrog Productions where
he led, designed, and programmed many hit titles until 1995 when Electronic
Arts bought the studio. He spent 11 more years at EA until 2006 when, on a
whim, he built a little Flash game. It took him eight days and a sponsor paid
him $1,500 for it.
"I said to myself, 'that's not quite enough to keep me
going, but it's a good start,'" recalls Cooper who, at that moment,
decided to go indie.
The next step was to create more games, many of them
incorporating what would become his signature Boxhead brand, which he describes
as "a collection of fast-paced, zombie-killing games full of action, guns,
and loads of blood." In all, his Web site now contains five Boxhead games
plus three under his Wone Games brand, and the first in his newest Shadez series
brand.
"The brand is the key thing for me; it's number
one," he explains. "If gamers like the first game in a series,
they'll come back for more when you release the sequels. It's just like the
cinema business. That's what drives the revenue."
Much of that revenue now comes from sponsorships -- which
Cooper says currently go for about $20,000 per game -- and from load-in ad
revenue produced by the 1,009 web domains that carry his titles.
There's also
the online store on his web site that sells Boxhead and Shadez shirts, buttons,
and mouse pads. His plan is to add a fourth revenue stream shortly -- in-game
advertising.
For a game like his highly successful Boxhead: Zombie
Wars, that adds up to approximately $53,000 which the game has generated
since March 2008. The title took him six weeks to build.
What then can a good Flash developer make in a year?
"Let's say I can write 10 games in a year,"
calculates Cooper, "perhaps three or four Boxhead games, one Shadez game,
and a few others. The new starts can bring in, say, $18,000 each, the
less-well-known Shadez series games can bring in, say, $25,000 each, and the
four top-end Boxhead games can generate, say, $50,000 each. Which means that
one person can -- with a lot of hard work, meaning every day of the year --
expect to bring in close to $400,000 a year, I think."
In addition, Cooper -- whose game quality is, of course, one of the best in the Flash game business, one of the reasons he can do so well -- intends to allow other companies to
develop Boxhead games which will entitle him to 50% of the revenue for the
privilege of using his brand's name.
"But remember,"
warns Cooper. "That first game generated just $1,500. The bigger money
doesn't come until you've become popular and built up your brand. It took me
four other Boxhead games before I produced one as popular as Boxhead:
Zombie Wars. Until then, you just have to be
highly motivated. What motivates me? I live every day wondering how I'm going
to eat that night."
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Step 2: ???
Step 3: License games.
Step 4: PROFIT
But seriously, this is a really interesting article detailing what kind of money is out there for indie developers and how they might get their hands on some of it. I'm glad websites such as the one they discuss in the article are out there.
;) a bit biased, I know.
Honestly, though, this is the best article I have read about Flash games and how to earn money from them. I have read other articles after being interviewed and thought that this industry may be a little too complicated to fit into a short article, but Paul has proven that you can definitely get the gist across in at least 3 pages.
The major benefit to being an indie web game developer is the fact that you get to retain your IP. Being able to 'sell' a game and keep the rights to all of your characters and story lines etc is something that is hard to attain in other industries and it allows you to leverage your brand in the future (Sean points this out well in the article).
Ads are everywhere and the biggest and easiest form of revenue. It may not be the most profitable unless you have tons of hits every day.
Merchandising is quite profitable if you have a recognizable brand. t-shirts with fans favorite games and characters are a great way to make money. Posters, mouse pads, hats etc, call all make you money. But only if your brand has a following.
Licensing is a pretty new one for me. General web development doesn't lend itself to licensing like games do. I like the idea and have toyed with it for some game ideas I have. Certain genres of flash games lend themselves more towardsthis than others.
One that wasn't really touch but briefly in the article is advergaming. One can make a fair amount of money by marketing yourself to the advergaming crowd. You may not be able to build brands and franchises from it, but it can provide a steady revenue stream, especially if you have a good network or businesses.
The site offers a lot of opportunity for community feedback as well. You can get feedback from other developers if you like and ultimately help make your game even better and thus more likely to bring in greater revenue.
I'd like to see some of these 'casual' flash game brands make the leap to a maple-story-like persistant game. They do pretty well out of microtransactions after all.
Its like writing a article about music business featuring Madonna, Michael Jackson and Britney Spears. The theme: look, you can make money with music! Yes, thats true but honestly, how many artists in reality are gaining such mountains of cash?
Overall, there's distinct parallels with the music industry - specifically the singles market. By themselves, singles rarely make much money: the key is to get them picked up for radioplay (aka loaded onto portals) and have them picked up for use in adverts, TV and movies (i.e. embedded advertising/branding).
There is one key difference: the cost of producing music has stayed fairly static - and even dropped, thanks to the evolution of computer-based tools. The cost of game development has risen dramatically over time, thanks in no small part to the cost of producing the assets - and for all that flash games are relatively low-cost at present, the need to remain competitive amid a sea of "free" games means that those costs will rise...
1) I don't know flash.
2) I haven't got a noteworthy game made in flash to market.
and
3) I don't know flash.
It is interesting to see that as an indie web developer i could pull out good money
This article gave me a good idea of what kind of marketing I should do.