background preloader

Indi funding

Facebook Twitter

The Game Bakers – Blog. « Here come new challengers »!

The Game Bakers – Blog

Does that sound familiar? Well it’s no less than superstars Ryu, Chun Li, Ken and Blanka from the legendary Street Fighter 2 game that are joining the crew. Combo Crew is a tribute to the best fighting games of the 90s so we are extremely happy and proud to bring our favorite Street Fighter characters in the fight. The Capcom characters are available as in App purchases at 0.89€/0.99$. In addition to celebrate this launch the game is FREE on Apple App Store and 50% off on Google Play. Full press release below and a video: Toolkit/

Business - Tuts+ Game Development Category. How to Fund Your Indie Game. Between the long work hours, unhealthy eating patterns, and overwhelming sense of uncertainty, developing a game can require a near heroic effort, the likes of which would render Kratos, Link, or Cloud paralyzed in fear.

How to Fund Your Indie Game

And as if that weren't enough, most indie game studios aren't exactly flush with financial resources. Thus, in order to keep the assets rolling in and the Internet turned on, most development teams are resigned to seek outside funding sources. Thankfully, while still a formidable challenge, raising startup funds isn't quite the mission impossible it was back in the dial-up age.

Preparing to Become a Professional Fundraiser They say indie game developers must wear many hats. Here are a few helpful tips to ease the process: You must realize that everything costs money: From new computers, to development kits, personal bills, and stress balls, your game development budget should encompass everything related to the development process.

The Business Plan Pre-Demo Funding. Setting Up Your Indie Gamedev Business: A Primer. The Weblog Team Meat's Refenes: Apathy and refunds are more dangerous than piracy. By Tommy Refenes I think I can safely say that Super Meat Boy has been pirated at least 200,000 times.

The Weblog Team Meat's Refenes: Apathy and refunds are more dangerous than piracy

We are closing in on 2 million sales and assuming a 10% piracy to sales ratio does not seem unreasonable. As a forward thinking developer who exists in the present, I realize and accept that a pirated copy of a digital game does not equate to money being taken out of my pocket. Team Meat shows no loss in our year end totals due to piracy and neither should any other developer. For the sake of argument, some of those people that did pirate Super Meat Boy could have bought the game if piracy didn't exist but there is no actual way to calculate that lost revenue.

My first job outside my parents cabinet shop was at KMart. The Weblog Lessons from The Unfinished Swan's unique development journey. The Unfinished Swan began its life as a student prototype before it achieved acclaim on the PlayStation network created by Giant Sparrow's 12-person team.

The Weblog Lessons from The Unfinished Swan's unique development journey

It's something of an unusual journey, but creative director Ian Dallas says important takeaways from his education at USC's Interactive Media division helped him flesh out his vision and create a fully-fledged game with a major publisher. In the game, players explore the mysterious world and its storybook narrative by splashing paint on the environment to reveal the shape and detail in its white landscape. The Weblog Building an indie studio from scratch, with Absurd Interactive. [written by Sean Hart] On the verge of releasing Absurd Interactive's first title This is Not a Ball Game (TINABG) on iOS, I felt it was time to reflect on what TINABG means to us.

The Weblog Building an indie studio from scratch, with Absurd Interactive

The Weblog When crowdfunding reveals the realities of game dev budgets. In recent years, crowdfunding has become a serious option for game developers -- and a welcome alternative for those long constrained by traditional publishing and funding models.

The Weblog When crowdfunding reveals the realities of game dev budgets

What, all wondered, could game creators do if they were allowed a closer relationship with their players, liberated from the interference of suits bearing sheaves of market research and unrealistic milestones? Crowdfunding came along, and at first seemed to be the magic solution that put game creators in a closer relationship with their players, at the same time freeing developers of publisher control, supposedly granting them full creative freedom. The Weblog Kickstarter to the App Store: advice for first-time devs. [written by Zack Wood] Having successfully Kickstarted our game in October 2011 and released it in the App Store in May 2013, here is the Good, Bad, and Ugly of our experience.

The Weblog Kickstarter to the App Store: advice for first-time devs

We began as hobby devs with no games under our belt and did not seek large amounts of money, so this is aimed at people in similar situations and includes advice on getting your first game completed and out the door. THE GOOD: Kickstarter got us support, cred, and enough money to get things started. The Weblog Self-publishing vs. having a (traditional) publisher, as told by Renegade Kid.

[written by Jools Watsham] For the first 5 years of Renegade Kid’s existence we worked with publishers to develop and release our original games, using – what some may call – the traditional publishing model.

The Weblog Self-publishing vs. having a (traditional) publisher, as told by Renegade Kid

However, for the past two years we have embraced self-publishing. Our first self-published game was Mutant Mudds – released on the Nintendo 3DS’ digital store, called the Nintendo eShop, in January 2012. Mutant Mudds was the catalyst for the change in how we approach the funding, development, publishing, and marketing of our original games today.

The Weblog Opinion: What NOT to do when starting as an indie game developer. [By Roger Paffrath] A while ago I stumbled upon a talk submission form for an event called The Developers' Conference. It's a gathering of people who want to learn a little bit more about topics like architecture, digital marketing, Arduino and others. Sure enough, games were going to be discussed there too. The event was close to at least four universities that have game courses, so I thought many young faces would show up. Right after I saw the submission form, I started thinking what I could tell those people that want to be a part of the game developing scene here in Brazil. When my talk got accepted I wanted to validate my arguments with other people's own experience.

The Weblog Indies publishing indies: Redshirt, 1 month after release. [Positech founder Cliff Harris recently made his first splash into video game publishing, having previously worked on numerous of his own titles such as Gratuitous Space Battles and the Democracy series.

The Weblog Indies publishing indies: Redshirt, 1 month after release

Indie Business Development: Finding Funding (Incubators and Grants) The Weblog Making a living with indie games in 2014 (and beyond) [by Aaron San Filippo] The games business is changing at a faster pace than ever.

The Weblog Making a living with indie games in 2014 (and beyond)

Not only are we in the midst of a console transition, but the mobile market has gone through a maturing phase, and a variety of new platforms have gained prominence. Indie games have gained mainstream relevance. The Weblog Making a living with indie games in 2014 (and beyond)