Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 8, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Another 05 Pro Business and Marketing Tips for Game Developers

by Andre Faure on 02/20/20 10:52:00 am

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.



01 – Be flexible

We live in an industry that is constantly on the move. That could be quite obvious, but we don’t pay enough attention to it, as we are usually very busy. New trends appear all the time, as user behavior cohorts can change in a heartbeat. Fortnite, Free Fire, what’s next? Just to be clear, my main point here is – is you are caught off-guard in the middle of a project, do not discard it. Think about the possibilities, trends and don’t be afraid to pivot it if needed. Do not follow hypes, but do follow clear trends.

02 – Do not overshoot

How big is your team? Are you an one-person army? How big is your budget? Plan accordingly – game development is not poker (even if budget isn’t an issue – oh, lucky you), so never go all-in. Make projects that you can FINISH. More: if possible, try to have a plan B, C and all the letters you can, so the target is to keep a sustainable studio, and not an all-or-nothing initiative.

03 – Investment is not a commodity

From my experience, it is quite overwhelming to look into matchmaking tools (omnipresent in all events, apparently – and that’s a good thing) and see a surreal amount of studios looking for investors for their games. It is like there is a huge amount of people with ready-to-spend cash and all those games are good enough for someone to throw that cash into your face. Honestly, this is NOT going to happen. Investors are looking for as-low-as-possible risk and as-fast-as-possible ROI. Although there are examples of amazing relationships and results between studios and seed and VC investors, it is by far the hardest relationship to build. My adv ice would be for you to look for alternatives – government grants, platform programs, how you can drive great visibility with a solid BP and a great prototype. Get your stuff together, and then, maybe, you get to be seen by a solid investor, and build an awesome experience.

04 – Be seen

It is not location, location, location. It is all about visibility. It all about engagement. If you have a great game, you are 50% ready. The other 50% is getting people to actually know you exist. Social media is just the tip of the iceberg. You need to get deeper. Campaigns, cohorts, being at the right places at the right time, building a community. My advice: talk to a specialist. You have one job – create awesome games. Let the marketing folks do their magic (and trust them).

05 – Ask for help

Lastly, and somehow continuing #04, let me reinforce – do what you do best. If you have the opportunity, ask for help. Mentors, Associations, Public and private initiatives, IGDA, all there to lend you a hand. Creating great games is already a very difficult task – and this is something you excel at. Everything else, consider hiring reports, agencies and experts. Is it expensive? It can be – but I can assure you that those assets are also available for prices indies can pay for. Build a safe and dedicated ecosystem around you, so you can not only build meaningful experiences, but also receive monetary recognition for them.


Related Jobs

Playco — Tokyo, Mountain View, San Francisco, Seoul, Remote, Remote

Senior Game Engineer
Playco — Remote, Tokyo, Mountain View, San Francisco, Seoul, Remote, Remote

Engineering Manager
Wooga GmbH
Wooga GmbH — Berlin, Germany

Unity Game Engineer
Disbelief — Cambridge, Massachusetts, United States


Loading Comments

loader image