Opinions for my upcoming IGCWest talk...
by Bryan Sawler · 10/28/2009 (5:19 pm) · 2 comments
As I'm finalizing a talk I'm giving at Independent Game Conference West in a little over a week, it struck me that I should try to get some input on what people would actually want from a "How to Start a Game Company" talk. I have quite a number of topics I'm planning on touching on, but where should I go most in-depth? Most specifically, what topics would you most want covered?
Things we got caught up on?
Focus on the games (importance of design aspects)?
Higher-level conceptual issues (strategies, markets, marketing)?
Straight-edged business issues (taxes and bills and insurance oh my)?
And further-more, is anyone here going to IGC West in Los Angeles next week? I'll be around (or posting on twitter, @bsawler)
Is GarageGames...errr...TorquePowered going to be there?
So please, whether you'll be there or not, I'd love to hear what you'd want to see covered in a session on starting your own company, and there's a good chance I'll be posting the presentation with notes when all's said and done.
Things we got caught up on?
Focus on the games (importance of design aspects)?
Higher-level conceptual issues (strategies, markets, marketing)?
Straight-edged business issues (taxes and bills and insurance oh my)?
And further-more, is anyone here going to IGC West in Los Angeles next week? I'll be around (or posting on twitter, @bsawler)
Is GarageGames...errr...TorquePowered going to be there?
So please, whether you'll be there or not, I'd love to hear what you'd want to see covered in a session on starting your own company, and there's a good chance I'll be posting the presentation with notes when all's said and done.
About the author
President and Founder of The Muteki Corporation Makers of such fine iPhone games as MazeFinger, Topple 2, and The Battle of Pirate Bay!
#2
Software:
What programs and licenses did you have to buy?
Did you use open source at all?
What was your total program start up cost?
Concept and Design:
Did the whole team do concepts or did you have certain team members that did it?
What difficulties did you have with such a small team? What are the advantages?
Hardware:
What are the hardware spec's you are using for your company? What were the cost of each machine?
Do you use a in house server?
Business:
Do you have your own Studio?
What was the hard part about marketing?
Where did you get funding for all of this?
How did you go about getting funding?
These are just some of the things that come to my mind if I were to be listening to you. Wish you luck and I wish I could be there but being a student doesn't make me the most rich person! :P
10/29/2009 (10:11 am)
As a student in a game design program I would like to hear the following:Software:
What programs and licenses did you have to buy?
Did you use open source at all?
What was your total program start up cost?
Concept and Design:
Did the whole team do concepts or did you have certain team members that did it?
What difficulties did you have with such a small team? What are the advantages?
Hardware:
What are the hardware spec's you are using for your company? What were the cost of each machine?
Do you use a in house server?
Business:
Do you have your own Studio?
What was the hard part about marketing?
Where did you get funding for all of this?
How did you go about getting funding?
These are just some of the things that come to my mind if I were to be listening to you. Wish you luck and I wish I could be there but being a student doesn't make me the most rich person! :P

Associate Tom Eastman (Eastbeast314)
-things that surprised you or you weren't expecting
-marketing
-business issues
Looking forward to seeing the slides!