Five Realistic Steps To Starting A Game Development Company
by Jeff Tunnell · 06/12/2006 (1:37 pm) · 7 comments
This is the beginning of a huge article that I posted a couple of days ago on my Make It Big In Games blog. The article just got a big mention in this Gamasutra article, so it will be interesting to see if my traffic goes up.
Oh, by the way, I did an interview for 2Old2Play Issue #3, an on-line magazine. The download is here. That issue, along with my interview made it to the front page of Digg, which is a first for me.
Lately, I have read a couple of blog articles about starting your own game company. To me, they are too short, overly simplistic, and not very complete. So, I decided to start at the beginning, and write a step by step approach to starting your own development company. I hope to string all of these articles together, along with a few of the posts I have already written, and create a freely downloadble eBook. I will still circle back around and finish the "How much money can Indie games make" series, but it will be a part of the eBook.
You've played games since you could walk. Fond memories of your NES, SNES, Sega Genesis, N64, and PS1 fill your brain like your console collection that fills your closet. Your Gameboys are piled up in a box that you just can't bring yourself to give away. Your collection of current hardware, i.e. GameCube, PS2, DS, and a hopped up PC hooked to the Internet powers your play while you are saving up for your new XBox360, and probably a Wii and DS-Lite too. Your game collection looks like a museum or a small library, with countless birthday presents, allowances, and parental gifts adding up to thousands and thousands of dollars worth of investment. Playing this collection of games over the years must make you an EXPERT on gaming! Well, at least on playing them. Making them is a different story...
Continue article here...
Oh, by the way, I did an interview for 2Old2Play Issue #3, an on-line magazine. The download is here. That issue, along with my interview made it to the front page of Digg, which is a first for me.
Lately, I have read a couple of blog articles about starting your own game company. To me, they are too short, overly simplistic, and not very complete. So, I decided to start at the beginning, and write a step by step approach to starting your own development company. I hope to string all of these articles together, along with a few of the posts I have already written, and create a freely downloadble eBook. I will still circle back around and finish the "How much money can Indie games make" series, but it will be a part of the eBook.
You've played games since you could walk. Fond memories of your NES, SNES, Sega Genesis, N64, and PS1 fill your brain like your console collection that fills your closet. Your Gameboys are piled up in a box that you just can't bring yourself to give away. Your collection of current hardware, i.e. GameCube, PS2, DS, and a hopped up PC hooked to the Internet powers your play while you are saving up for your new XBox360, and probably a Wii and DS-Lite too. Your game collection looks like a museum or a small library, with countless birthday presents, allowances, and parental gifts adding up to thousands and thousands of dollars worth of investment. Playing this collection of games over the years must make you an EXPERT on gaming! Well, at least on playing them. Making them is a different story...Continue article here...
About the author
#2
What you've written there is not only accurate , but quite refreshing to those of us sitting in our pajama's right now hacking out the our next manageable project. What my development company does, is we choose two paths, one more than compensates for the other (Thankfully). Our average work day is 12-16 hours, so we work 8 hours on revenue producing ventures, and anywhere from 4-8 hours on indie projects. Our hopes are to flip the model, and at some point remove the contracting all together, unless its an b2b type venture. I look forward to reading more of your series as you submit them.
Highly Appreciated,
Rodney Rindels
Carapace Software, Inc.
06/12/2006 (2:27 pm)
Jeff, What you've written there is not only accurate , but quite refreshing to those of us sitting in our pajama's right now hacking out the our next manageable project. What my development company does, is we choose two paths, one more than compensates for the other (Thankfully). Our average work day is 12-16 hours, so we work 8 hours on revenue producing ventures, and anywhere from 4-8 hours on indie projects. Our hopes are to flip the model, and at some point remove the contracting all together, unless its an b2b type venture. I look forward to reading more of your series as you submit them.
Highly Appreciated,
Rodney Rindels
Carapace Software, Inc.
#3
06/12/2006 (4:24 pm)
I don't quite fit into any of those stages exactly ... I'm kind of all over. Got a game shipped through Garage Games and several through our own portals ... doing contract work but not dealing with computers at all :0 It's a great article for the general outline of the whole process though. Each individual is going to have some sort of crazy life 'blockage' though that won't let them fit the mold exactly. Again, it's a great article though!
#4
06/13/2006 (6:20 am)
Thanks for your articles Jeff. Very valueable for me.
#5
I'll be interesting in the ebook.
06/13/2006 (11:46 am)
When I got my hands on pong I was living at grandmothers house. But she said "it will blow up the tv". So we only played when she went to work :)I'll be interesting in the ebook.
#6
06/13/2006 (12:59 pm)
@Jeremy: you beat me to it, I don't fit either - especially since I don't code per se - but this article was refreshing nonetheless - comforting to hear an industry professional say that it takes years to do - that I'm taking years to do it doesn't feel so bad/slow in that light - though somber to hear that even after making a game you may not make enough to live on - that it takes years on top of that to build a "portfolio" - I mean, name 3 indie studios that actually have such a portfolio! - these are big challenges, but then, they're big dreams so I guess it comes with the territory 
Associate Tom Spilman
Sickhead Games