In my consultancy I've received quite a few questions about how to set up your milestones for an optimal development cycle. Very frequently, these questions come from young producers, or producers moving into the games space from other industries - who are often taken aback by how different creative production
Revenue share. It's a commonly asked question: what is a good revenue share? How do you navigate who gets what? And how much can & should you negotiate your revenue share?
A few years ago, I noticed that most of my metaphors about game design mention trees. I didn’t think much of it at first – after all, why would my choice of words matter that much – then again, I routinely give talks on the importance of precise language both in representation & communication.
Most indies mix up the purpose of the Prototype and the Vertical Slice, and lose out on a lot of time and money in doing so.
I end up teaching one simple pitching trick often enough in consultancies that I'd thought I'd write about it: to ask yourself "would anyone ever claim the opposite"?
There are two marketing-related questions I get at least once almost every week in consultancy calls: "how do I start marketing my game" and "when do I start marketing my game".
People often think that running a business means "minimizing risk while maximizing opportunity". I don't think that's a smart way to run a business, and especially not if you're relatively new to entrepreneurship. I say: pick one.
Getting feedback is one of the skills that you'll hone and sharpen continuously throughout your career. Here are five basic tips that might help you process and gather feedback.
Triage is an over-dramatic name, the process is ever-important, and it is rarely discussed. Let's fix that.
Publishers can afford some really good lawyers. Time to learn a bit about what to look for.