Good day to all!
Immediately a small disclaimer: "In this post, you will not see the program code, stories about the simplicity of development and calls for everyone to do igrodelstvom under the tempting prospect of getting rich on your hobby."
I want to talk about how our young indie studio began to be created and what conclusions we learned for ourselves.
About six months ago, I took part in the life of a web studio. During this time, I and like-minded people formed an opinion: it’s enough to do custom development, you need to make your product. The question remained for small - what kind of product we want to do?
There were lots of options, all of them were carefully worked out and small business plans were put together.
We decided to dwell on the field game dev. I want you to understand correctly that in this area there really are both their enormous prospects and chances, as well as the enormous risks of losing a lot of time, money, strength and at the same time not getting anything in return. Much has been written about the stories of success and falls, so we omit these moments.
All of them are guided by different incentives, but in fact their success is measured all the same only in monetary terms. This is the measure of how well you are moving towards the goal. This factor has become the main indicator for our further analytics.
For small startups it is very important to properly evaluate their strength. With the general analytics in hand, we began to analyze specific mechanics and sales markets. The action plan looked like this:
The undoubted favorite for us was the mobile platforms Android and iOS. The development was decided to be carried out on both platforms and were guided by such logic that it is not so interesting to produce a product for the market of Russia and the former CIS countries (where Android dominates), as for the countries of Europe, Asia (China and Japan) and of course the USA The audience that uses the selected platforms in these countries is almost equally divided.
The conclusion suggests itself for itself - they did not figure out how to monetize it correctly. We decided to try. About how the in-game economy was developed, I will tell in the next post.
A recommendation that we have heard from many developers and that I want to give you: in the first couple you don’t need to go deep into the details. As development proceeds, the concept will change and unnecessary details will lead to a loss of time. At the very beginning, this is unattainable luxury.
The first sketches were made and a small level was assembled without graphic elements (a set of circles and squares). Further, the work of programmers, game designers and illustrators had to be put on stream and standardized. We used Google docs as a platform for diz.Dokov, Trello for task tracking and Telegram for corporate communication. For a small team to use Jira or Bitrix24 in our humble opinion does not make sense.
At the moment we launched our promo clip, which tells a small part of the script and shows a piece of raw gameplay, only about 30% of the intended volume. You can view it by the link .
In the future, I would like to reveal many topics, but to do this at this stage is impractical, but I will definitely do it when they turn from hypotheses into dry analytics.
We will have a lot of topics related to promotion, networking, team selection, publication of applications. I think that the list will definitely be updated.
To be continued ...
Source: https://habr.com/ru/post/334956/
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