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Til$ng Point Confiden$al PUBLISHING ADVICE FOR INDEPENDENT DEVELOPERS GOING ALONE: TO SELF-PUBLISH OR TO PARTNER? APRIL 2015
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Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Jul 18, 2015

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Page 1: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PUBLISHING ADVICE FOR INDEPENDENT DEVELOPERS

GOING ALONE: TO SELF-PUBLISH OR TO PARTNER?

APRIL 2015

Page 2: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

SAM DALSIMER

Previously seen at TriplePoint PR launching games like Candy Crush Saga, Temple Run 2, Kingdom Rush and dozens more.

In Quebec, worked on PR for local studios like Frima, Behaviour (re-branded from A2M), Minority, Spearhead.

Twittering away @samdalsimer

SENIOR PR MANAGER, TILTING POINT WHO AM I?

Page 3: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

New generation mobile partner for top independent game developers

WHO ARE WE?

Focus on mobile and tablet platforms

Publishing as a service: •  Funding •  Product management •  Design assistance & UX optimization •  Market research & insights •  Close relationships with key platforms •  App Store optimization & discoverability •  Brand marketing & PR •  User acquisition & advertising •  Scale •  Community and customer service •  Production support

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Sounds interesting? [email protected]

Page 4: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

An innovative platformer from 1337+Senri with cutting-edge graphics, starring a

lovable, unique main character

4 Tim Cook’s Keynote at WWDC 2014

Unveiling of Android TV at Google I/O

On stage at the ADA Ceremony

Page 5: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

LET’S GET STARTED ENOUGH ABOUT US

Page 6: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

IN THE OLD DAYS… Publishers were needed because of:

Very high cost of development

Retail distribution very important, and very expensive

Large marketing budgets required

Console platforms mostly closed to smaller companies

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Page 7: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

AS A RESULT Publishers held sway, and terms weren’t favorable to developers

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Page 8: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

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LIMITED CREATIVE CONTROL No or limited IP ownership

Page 9: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

HIGH COST STRUCTURES AND LOW ROYALTIES Resulting in low chance of receiving any over lifetime of product

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Page 10: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

FREQUENT CRUNCHES And “death marches”

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Page 11: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

WHAT HAS CHANGED?

(WHAT WAS THE TILTING POINT !?)

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Page 12: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

No physical distribution infrastructure needed Platform barrier of entry effectively eliminated Performance-driven marketing lowering overall costs Indie developers can reach mass audiences directly

WHAT CHANGED? DIGITAL DISTRIBUTION PLATFORMS HAVE REVOLUTIONIZED THE MARKET

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Page 13: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Cheaper and more accessible engines Smaller teams Shorter development cycles Unlimited upside

WHAT CHANGED? MAKING GAMES FOR DIGITAL

PLATFORM CAN BE MUCH MORE AFFORDABLE

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Page 14: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

WHAT CHANGED? AUDIENCE HAS BECOME

SIGNIFICANTLY LARGER AND BROADER

100M FROM “GAMERS”

2B TO “PEOPLE THAT PLAY GAMES”

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Page 15: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

The work doesn’t end with a big launch

In fact, that’s just the beginning

WHAT CHANGED? GAMES ARE NOW SERVICES

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Page 16: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

GOING ALONE IS STILL DAUNTING

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Page 17: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PRODUCTION VALUES AND COSTS ARE RISING

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Growth in development budgets for competitive free-to-play games

2008 2009 2010 2011 2012 2013 2014

$100K $200K

$300K

$700K $900K

$1,100K $1,200K

Tilting Point Confidential

Page 18: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

USER ACQUISITION COSTS ARE RISING

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$0.00

$0.50

$1.00

$1.50

$2.00

$2.50

$3.00

$3.50

$4.00

Jan-

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Feb

-12

Mar

-12

Ap

r-12

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ay-1

2 Ju

n-12

Ju

l-12

Aug

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Sep

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Oct

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-12

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-12

Jan-

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Feb

-13

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-13

Ap

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3 Ju

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ar-1

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ay-1

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Jul-1

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Average cost per install. Source:

iOS  

Android  Facebook  

Page 19: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

IT IS INCREASINGLY DIFFICULT TO GET NOTICED AND STAND OUT

Number of game submissions by

month on the iOS App Store

0

1000

2000

3000

4000

5000

6000

7000

8000

200

8-0

6 20

08-

08

200

8-10

20

08-

12

200

9-0

2 20

09-

04

20

09-

06

200

9-0

8 20

09-

10

200

9-12

20

10-0

2 20

10-0

4

2010

-06

2010

-08

2010

-10

20

10-1

2 20

11-0

2 20

11-0

4

2011

-06

2011

-08

2011

-10

20

11-1

2 20

12-0

2 20

12-0

4

2012

-06

2012

-08

2012

-10

20

12-1

2 20

13-0

2 20

13-0

4

2013

-06

2013

-08

2013

-10

20

13-1

2 20

14-0

2

1.2 MILLION GAMES IN THE iOS APP STORE

Source: Tilting Point / 148Apps

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Page 20: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

MAKING GAMES IS NOT JUST ABOUT MAKING GAMES

GOING ALONE IS DAUNTING

Domain knowledge is required in:

CONSUMER INSIGHTS | MARKETING | USER ACQUISITION ANALYTICS | MONETIZATION | QA | ETC.

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Page 21: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

WHAT TO LOOK FOR IN A PUBLISHING DEAL?

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Now that the playing field is tilted in the developer’s favor, what should you be asking for?

Page 22: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

WHAT TO ASK FOR Depending on factors such as level of completion of the game and investment from the partner:

Creative control

Control of the IP

Product management and production support

Platform relationship management

Marketing and user acquisition budget & execution

Ongoing live operations funding

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Page 23: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

WHAT ARE YOUR OPTIONS?

BOOTSTRAPPING

VCs AND ANGELS

CROWDFUNDING

PLATFORMS

INCUBATORS & ACCELERATORS

PARTNERS (EVOLVED FROM PUBLISHERS)

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Page 24: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PROS No external pressure Complete creative control

No dilution Availability of affordable tech

CONS Limits scope of project Lack of access to external know-how Hard to be noticed with low / no marketing budget

MOST SUITABLE FOR Wealthy people or very frugal people

Small teams with a distinctive game that can be developed on a low budget and find its own audience

BOOTSTRAPPING

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Page 25: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PROS No dilution Creative control (but careful about upsetting your backers!)

Crowdfunding campaigns are also marketing opportunities Niche projects can get funded

CONS Difficult to be noticed: most crowd funding campaigns don’t gain traction Obligation to deliver on backers’ rewards No support from “investors” beyond funding (and often a lot of nagging)

MOST SUITABLE FOR Anyone that has made a cult game in the ’80s or ’90s

Experienced teams that know how to budget for and how to deliver a game

Niche games that can find a very enthusiastic audience

CROWDFUNDING

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Page 26: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PROS Office space Some funding

Mentorship Introductions to investors, platforms and publishers

CONS Equity dilution Limited timeframe: teams have to find their way after a certain amount of time

Not all programs are equally useful & reputable

MOST SUITABLE FOR Teams with little experience in the industry needing a lot of guidance and support Studios in jurisdictions that offer government incentives

INCUBATORS & ACCELERATORS

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Page 27: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PROS Access to sizeable funds

Access to other investors, talent and resources

CONS Strong dilution Loss of control

Most VCs don’t have domain expertise and don’t understand games

MOST SUITABLE FOR Very experienced teams with an understanding of the business side of games Companies with significant traction that want to get to the next level

VCs & ANGELS

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Page 28: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PROS Strong production and marketing support through the whole development cycle

Guaranteed promotion on the platform without cost to the developer

CONS Limitations on where the game can be published, (either temporarily or permanently)

Giving up control of IP is often a requirement, although this is changing Strong involvement of the platform partner in creative decisions & production cycle

Exposure in change of strategy or staffing in the platform partner

MOST SUITABLE FOR AAA games Uber-cool indie games that make the platforms look good at E3 while they peddle their shooters Teams that have the experience, processes and patience needed to deal with a closely involved partner

PLATFORMS

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Page 29: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

PROS Full-service support (development, marketing, operations, business) Funding without losing ownership and creative control

Allows developers to focus on making great games while their partner handles everything else

CONS Attractive deal terms only accessible to experienced teams with very high-quality games

Size & Relevance of Network

MOST SUITABLE FOR Successful teams looking to tackle more ambitious projects Commercially-minded teams looking to build franchises and brands

PARTNERS EVOLVED FROM PUBLISHERS

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Page 30: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Best partner depends on genre, platform, scope, team and goals

ONE SIZE FITS ALL DOESN’T APPLY

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Page 31: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

In today’s market, developers have more options and more negotiating power

POWER SHIFT

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Page 32: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Creative control and not relinquishing IP ownership are key to building a long-term business

CREATIVE CONTROL

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Page 33: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

You will be working with your partner at least through the game’s lifecycle - better enjoy their company

A GOOD FIT IS EVERYTHING

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Page 34: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Managing all aspects of a business is harder Most developers need partners

MAKING A GAME IS HARD

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Page 35: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Put your best foot forward and showcase your work:

Gameplay video, playable build, build notes, game document, metrics, etc.

KNOW YOUR GAME 35

Page 36: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Where does your game fit in the market? Where does it fit in a publisher’s portfolio? How far from release?

KNOW WHERE YOU FIT 36

Page 37: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

What are you looking for in terms of services and deal terms?

KNOW YOUR NEEDS

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Page 38: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Negotiation: ask for what you want, but be prepared to take what you can get

GET READY TO TALK $$$

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Page 39: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

Important to introduce yourself: experience, pedigree, staff

Two-way street: you both need something from each other, and both need to prove the value they offer

BUILD A RELATIONSHIP

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Page 40: Going Alone: to Self-Publish or to Partner? | Publishing Advice for Independent Developers

Til$ng  Point  Confiden$al  

QUESTIONS? www.tiltingpoint.com

[email protected]

twitter - @tiltingpoint  

[email protected]

twitter - @samdalsimer  SAM DALSIMER

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