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Don Geyer CEO – Three Gates StudioVisby, Sweden
Bachelor of Science Game Design and ProgrammingGotland University
Master’s DegreeGame Design Uppsala University
PhD ResearchGame MechanicsUppsala University
Founded 2010
Offices in:
Visby, Sweden
Nanjing, China
Game Development
Unity Experts
Technical Solutions
Simulation
3D Visualization
Threegates.com
Starting your Studio
You have the best game idea ever!
What to do?
What everybody will tell you.
Starting your Studio
You have the best game idea ever!
You need money.
The Publisher
The PublisherNetworking
The PublisherThe Big Meeting
The Publisher
No Hit
No Deal
The PublisherMorning Period
Reality
Worlds greatest game idea
We need a company
We need a stable team
We need a demo
Reality
Reality
Worlds greatest game idea
We need a company
We need a stable team
We need a demo
Reality
Recruiting your team
We need a good GDD
Reality
Worlds greatest game idea
We need a company
We need a GDD
We need a stable team
We need a demo
Reality
Present your idea - What you expect
Reality
Recruiting your team
Stakeholders want influence...
RealityYou rationally present the best game ever
RealityPotenial team members may have strong opinions
RealityThey might be dangerous
RealityIn the end cooler heads prevail and you get your way
Reality
Worlds greatest game idea
We need a company
We need a GDD
We need a team
We need a demo
Reality
Worlds greatest game idea
May take more time and resources than you have
It might be a little harder than you thought
Reality
Worlds greatest game idea
So do you cut features?
Reality
Worlds greatest game idea
So do you cut features? NO
You do a Kickstarter
Reality
Worlds greatest game idea
Reality
Worlds greatest game idea
We need a company
We need a GDD
We need a team
We need a demo
Reality – Step 2
Release the game
Reality – Step 2
Release the game
Get a publisher to help
Reality – Step 2
Released the game on Steam and Boxes
Total 85,000 copies
– but not nearly enough to cover the time and resources we spent on the project – 22 person team
Things we learnedThings we learned
Too many stakholders in a game project = dangerous
Things we learnedThings we learned
Only one project is too risky for our small studio
Things we learnedThings we learned
Familiarity is important
Add too many new features you really need time to user test them thoroughly
Things we learnedThings we learned
A short runway can result in low quality or not hitting feature requirements
Things we learnedThings we learned
We learned allot about the team members
What NextStudio Survival
What NextStudio Survival
Streamline the team – cut costs
Went from 22 down to 11 team members
What NextStudio Survival
Multiple revenue streams
Work for hire
While we figured out what to do we decided to take whatever work we could.
Studio StrategyStudio assessment
Internally and externally with consultants
Strengths – Weaknessess
Studio StrategyMission Statement
We created a very defined mission statement of what the studio was and where we planned on going.
Studio StrategyBusiness Plan
Creating the business plan really helped us to define our goals and strategies both creatively and financial.
Studio StrategyPut out the word for work
Calling all contacts
Work for HireWork for Hire
Work for Hire
Work for Hire
Work for Hire
Work for Hire
Work for Hire
Work for Hire
Work for Hire
All the time we were doing WFH projects we were learning, improving and squezzing in our own stuff.
Work for Hire
So when we built a new tech we would try and see if we could create a cool game mechanic using it.
Studio Projects
Also just look at doing some small projects based solely on popularity
Studio Projects
Studio Projects
Studio Projects
Studio Projects
Studio Projects
Studio Projects
Conclusions
Sharpen your teeth on work for hire projects
Conclusions
Be prepared for hard times
Conclusions
Have a contingency plan
Conclusions
Develop a long-term Studio Strategy
Questions?
Don Geyer [email protected]