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The Lifecycle of a Small Successful Game Development Studio Mike Sellers Online Alchemy

The Lifecycle of a Small Successful Game Development Studio Mike Sellers Online Alchemy. Start with the End. What will you leave with today? What do you want to have done? What are you willing to sacrifice? What comes next?. My Startup History. Cognitive Science

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The Lifecycle of a Small Successful Game Development Studio Mike Sellers Online Alchemy

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  1. TheLifecycleof a Small SuccessfulGame DevelopmentStudioMike SellersOnline Alchemy

  2. Start with the End • What will you leave with today? • What do you want to have done? • What are you willing to sacrifice? • What comes next?

  3. My Startup History • Cognitive Science • EPAD, Mentor Graphics – 1987-1990 • New World Designs – 1992-1994 • Archetype Interactive – 1994-1996 • The Big Network – 1997-1999 • Online Alchemy – 2002-present

  4. Where Are You Going? • Understand going in what you want to get out of this. • What are your goals, really? • Wealth? • Fame? • Freedom? • Creativity?

  5. Example Goals • “Work with great people on exciting problems… for at least a couple of years.” • “…look your family in their eyes and know that you did your best…” • “Learn to be a true leader” • “Prove the experts wrong” • “Never give up. Never surrender.” • “$10M would be nice to have.”

  6. Example Goals • Mark Jacobs (Mythic): scale of 1-10: • Autonomy: 9 • Income: 6 • Longevity: 7 • Great team: 9 • Cashing out: 5 • (but: “If you are starting a studio with the hopes of cashing out big one day, good luck to you. Most startup developers eventually fail before a major liquidity event.”)

  7. Where Are You Going? • What are you willing to give up? • Sleep • Salary • Benefits (vacation!?) • What are you not willing to give up? • Spouse • House • Health • Integrity • What about your “big idea?”

  8. Start • You have an idea • You have questions • Team? Money? Publisher? • What’s next? • Where does it end?

  9. What’s the Big Idea? • Original idea or licensed property? • What’s an idea worth? • Getting beyond “formless and void…” • Storyboards and mockups • Usage scenarios • Enough to attract others

  10. Gather Your Team • The most important thing you will do • Find those not like you • Technical • Design • Art, Sound • Production • Management • Finance • “Hire who you need, not who you know”

  11. Gather Your Team • Award equity – but not just equity • No formula – who brings what? • Equity is worthless… until it’s not • Manage expectations and information • Partners are gold • It’s not a democracy • Watch for the ‘freak out’ threshold

  12. Gather Your Team • Build the vision, culture, and brand • What does your studio represent? • Clarity here keeps you on track • Be ready for change • Few initial teams stay intact • Few companies grow on a straight line • Find the right people, don’t fill positions

  13. Find Your Funding • Assuming you can’t fund this yourself • Understand what you need • $50K-500K-5M+ • Casual vs. console vs. MMO • How thin is your shoestring? • Debt, contracting, equity, royalties

  14. Find Your Funding: Debt • Most common: credit cards • No bank will touch you • SBA takes forever • Mortgages…?

  15. Find Your Funding: Contracting • Find similar work • Pays the bills • Defocusing, demoralizing • Can work well with the right contracts

  16. Find Your Funding: Equity • Take on other owners • Section 83b Election • Starts with “friends and family” • Angel investors • $50K-500K • Venture capital • $5M+ • Valuation, risk, and pie

  17. Find Your Funding: Investors • “How will you use my money to make money?” • “How much do I get back and when?” • Risk/reward, ROI, IRR • Not interested in the next big hit • Funding shovels, not gold mines • Not interested in “lifestyle” businesses

  18. Find Your Funding: Royalties • Traditional publisher method • You get an “advance”… • … And pay it back out of sales • What’s wrong with this? • Sometimes… nothing • Most likely, you’ll never see a dime

  19. Find Your Funding: Royalties • Feast and famine kills studios. • Avoid this.

  20. So What Can You Do? • Try different methods, see what works • Look to new models and niches • Casual games, online delivery • Don’t try to beat EA or Blizzard at their game • Your nimbleness is your advantage • Get to revenues as fast as you can

  21. Funding and Cash Flow • No cash is fast • Money that’s “almost here” isn’t here • Fatman’s #1 Rule • If you don’t get cash flow, find a trusted partner who does

  22. Growing Your Business • The other end of things… • Taxes, licenses, accounting, lawyers… • Marketing, PR, and ego • Revenue vs. Profits • Twilight Zone of “moderate success” • Opportunity for additional funding • Or a sign to reconsider goals

  23. Build Your Game • The idea is the easy part • Turn your Vision into your Plan • Storyboard, wikis, Excel… • Mockups, prototypes • Keep moving forward

  24. Build Your Game • Keep your vision, adapt to reality • Dynamic balance • Try your ideas as fast and often as possible • Keep what works, jettison what doesn’t

  25. And then, a Miracle Occurs • Not covering game production in detail • Keep moving forward • Keep your team together • Move into and out of production • Adapt to reality • Soon you have a flourishing business

  26. Step Back for a Moment • Things are going well… mostly • Why are you doing this again? • Have your vision, goals, or your role changed? • Starting a company isn’t the same as running a company

  27. What Happens Next • Do you build the business slowly? • Expand to the next level? • Or find an exit? • Keep in mind: at some point every business exits • What if you have to exit?

  28. Building Slowly • A common fuzzy goal • Keeps you employed • Potential for profit-sharing • Investor payback • Can you grow from small to large? • Beware the Twilight Zone • The real exit is still out there

  29. Acquisition • Most common exit • Is it time? • Consider the value of your company • Market changes • Mutual strengths • Team issues • Cash crunch • Consider your goals • Is there a fit?

  30. Acquisition • Negotiate the deal • Go back to your goals • Price only part of it • Stock transfer • Cash • New roles • Does everyone come along?

  31. Acquisition: What Next? • It’s no longer your baby • Fit in with the new reality • Get (back) into BigCo mainstream • (Plan your escape)

  32. The IPO – Going Public • Despite the 1990s, this is extremely unlikely • A different class of concern

  33. Turning Off The Lights • The ABCDEFG problem • Prepare for this, and then avoid it • Review progress, set evaluation dates • Look for creative solutions • Remember where you drew your lines, and stick to them • Exit gracefully

  34. Turning Off The Lights • Learn your lessons • Be honest with your team • Salvage what you can • Avoid burning bridges • Grieve – and then move on • You will grieve • But don’t wallow

  35. Bouncing Back • Shutting down is a temporary setback • “What’s next?” • Growth occurs in the most amazing places.

  36. Is This For You? • Lonely, risky, high stress • High (personal) reward • Filled with obstacles

  37. Don’t be fooled Is This For You?

  38. Is This For You? • This is not glamorous Don’t be fooled

  39. Is This For You? • Autonomy! • Do it your way! • Make your own mistakes • No one is going to stop you • They’re probably wrong anyway

  40. Is This For You? • Learn to live with uncertainty • Maintain your own parachutes (plural) • Remember to have agood time… and a life

  41. Main Points • Get started, don’t wait or just dream • Consider your goals carefully • What’s success for you? • Keep moving forward • Roll with the punches • Know when to harvest • Know when to stop

  42. End Notes • An idea is not a design • A design is not a demo • A demo is not a program • A program is not a product • A product Is not a business • A business is not profits • And profits are not happiness.

  43. TheLifecycleof a Small SuccessfulGame DevelopmentStudioMike SellersOnline Alchemy

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