The points in this article are how every indie game studio should be run! Don't fret. The current "hellscape" will become the future "heavenly" norm and the industry will be better for it. We promise. It's actually our core vision here at Camlann. And I'm glad to see indie voices are starting to be heard. Summed up: 1. Be lean 2. Diversify 3. Know who your audience is 4. Don't be afraid to think outside the box when it comes to income streams and sustainability https://lnkd.in/emuhZT4y #indiegames #pcgames #indiegamedev #gamingindustry
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As a game developer, reading about the closures of Arkane Austin and Tango Gameworks is disheartening. Despite creating successful games like "Hi-Fi Rush," these studios were shut down, underscoring a harsh reality in our industry: even profitability and critical acclaim don't guarantee stability. This trend of prioritizing high-impact titles over steady, quality work is unsettling. It's a reminder of the volatile nature of our field and the need for a more sustainable approach to valuing and preserving creative talent. https://lnkd.in/eSQjkiXs
Making good, profitable games 'will no longer keep you safe': industry expresses fury and heartbreak over closure of Hi-Fi Rush and Prey studios
pcgamer.com
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Community-focused CEO, developing people-first brands and companies with a fair few projects under wraps so watch this space ;) // Opinions are my own
I find it shocking that people find what they said shocking or "speaks out"... I think companies today have lost their way a bit and so have a fair few leaders... ultimately yes companies and CEOs are unfortunately answerable to shareholders but I won't forget what Craig Fletcher once said to me... an investor is someone you are with for a long time, sometimes longer than a lot of marriages make sure you pick the right person... and that is something I hold as a principle. I am not in business to make money... I am here creating projects and companies to solve problems... ultimately that's why businesses are born (or supposed to be) to create a solution or to make something better... of course the idea is to be profitable to grow said company and fulfil purpose and if I make money in the process then that's great because I need to survive and I'd like a bit of comfort but money is not my sole aim... my community and my projects serve a purpose that is far greater than money... and that is what every company should have... shareholders that align with their mission and a mission that goes beyond "making money"... we spend so much of our lives working (roughly 55% or more of our waking hours) so it ought to be obvious to make it worthwhile and purposeful because money is not the biggest impact we leave behind #justsaying
What a wild concept, eh? "In the long run, building a community, building a playerbase, building games that are actually fun is going to make you the most money, that's it." https://lnkd.in/eCXDVPmt
'We don't have shareholders, but we also don't think about them,' Larian Studios uses its stage time at the DICE Awards to speak out against a brutal industry climate
pcgamer.com
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After reading some posts from John Wright, I wanted to make my own #gamedev prediction post, as a true prophet should! My prediction is this: in the year 2024, there will be a new viral hit game made by either a single developer or a small indie team. This game will make huge waves, and everyone and their uncle will want to copy it (think Flappy Bird). This will make many people realize, in hindsight, that the gaming industry wasn't "down"; it was waiting for something new, fresh, and special. And I have another thing to add about this mysterious game developer who'll make the next viral game of 2024—it won't be their first game. If you look into their game-dev history, you'll see they have about a dozen very VERY similar games released before that got no attention. And I hope this game developer will be you. Now go make some games! (and follow me, it helps.)
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Flappy Bird's legacy? A reminder that sometimes, less is more, and the well-being of users is above earnings. The game, released on May 24, 2013, saw minimal interest for over 8 months. However, its popularity exploded, becoming viral and earning Nguyen over $50,000 daily. Nguyen began coding at 16 and had published several games before Flappy Bird, always valuing simplicity. Dong Nguyen, the developer behind Flappy Bird, took the game down because it was "just too addictive." He stated in an interview that the game was designed for relaxed, short-term play and not as an addictive product. After taking the game down, he felt more confident and retained the freedom to pursue his interests. Nguyen continues to develop games but asserts he would take down any that became as addictive as Flappy Bird. The story of #FlappyBirdLegacy is a testament to the impact a simple game can have in the #GamingPhenomenon world. Its #SimpleYetPowerful design, combined with #RapidDevelopment, led to unexpected success and a unique narrative in the gaming industry. Flappy Bird's journey, from a #ViralGameTrends sensation to an ethical dilemma leading to its removal, highlights the balance between #AdRevenueSuccess and #EthicalGaming. This game's story is not just about viral success; it's about #TechInnovation and the personal journey of a developer.
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Calling all game studios - here is a great opportunity to learn more about how and when to validate your game and the various techniques to this throughout your development lifecycle. Market Validation is crucial to the success of your game - it is important to do this early and often! Join our upcoming free webinar to learn more on this topic: https://lnkd.in/gB5vaM5u #indiegame #indiegamedev #indiedev
🚨 Calling all Indie Game Developers - This event is happening next week! Join us for a webinar on leveraging market validation using AAA studio strategies with Go Testify Ltd! In this webinar, we'll guide you through a framework for success, offering insights on how to evaluate your game or product with the market at every stage of development. Discover the secrets to success, fast-track your development, and gain access to Go Testify's FREE Indie Program. 📅 Thursday 14 December 2023 🕒 Time: 2pm 📍 Register here: https://lnkd.in/eVMBgxWw #CreativeEnterprise #Games #gamedeveloper #gamedev #indiegames
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Flappy Bird's legacy? A reminder that sometimes, less is more, and the well-being of users is above earnings. The game, released on May 24, 2013, saw minimal interest for over 8 months. However, its popularity exploded, becoming viral and earning Nguyen over $50,000 daily. Nguyen began coding at 16 and had published several games before Flappy Bird, always valuing simplicity. Dong Nguyen, the developer behind Flappy Bird, took the game down because it was "just too addictive." He stated in an interview that the game was designed for relaxed, short-term play and not as an addictive product. After taking the game down, he felt more confident and retained the freedom to pursue his interests. Nguyen continues to develop games but asserts he would take down any that became as addictive as Flappy Bird. The story of #FlappyBirdLegacy is a testament to the impact a simple game can have in the #GamingPhenomenon world. Its #SimpleYetPowerful design, combined with #RapidDevelopment, led to unexpected success and a unique narrative in the gaming industry. Flappy Bird's journey, from a #ViralGameTrends sensation to an ethical dilemma leading to its removal, highlights the balance between #AdRevenueSuccess and #EthicalGaming. This game's story is not just about viral success; it's about #TechInnovation and the personal journey of a developer.
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As we get more involved with the Gameplay Ability System for FCTC(Five Cats in a Trench Coat). I look back at my own indie game (Vampire: Into the Night) and realize that I have really am trying to make a Solo Masterpiece. As a solo game developer, I've faced my fair share of challenges. It's a journey filled with long hours, countless obstacles, and the constant pressure to deliver something extraordinary. But amidst the struggles, there's an undeniable passion driving every line of code and every pixel on the screen. In today's gaming landscape, it's easy to see how newer AAA studios sometimes fall short of pushing the envelope of what's possible. The industry has become saturated with sequels and safe bets, leaving little room for true innovation and risk-taking. But let's take a moment to remember the indie devs of old, the trailblazers who dared to dream big and challenge the status quo. Games like Rollercoaster Tycoon, written entirely in ASM, stand as shining examples of what can be achieved with passion, creativity, and a willingness to innovate. These indie developers didn't have massive budgets or large teams, but they had something far more valuable: a relentless drive to create something truly special. They pushed boundaries, experimented with new ideas, and inspired an entire generation of gamers and developers alike. As a solo game developer, I strive to embody that same spirit of innovation and creativity. I believe in pushing the limits of what's possible, in challenging the norms, and in daring to dream big. Every project I undertake is an opportunity to innovate, learn, and to create something that captures the imagination and leaves a lasting impact. It may takes years before Vampire: Into the Night is released and as I sit here working for various studios on their dreams, I look forward to one day presenting the world with mine. #GameDevelopment #IndieDev #Innovation #Passion #GamingIndustry #SoloDeveloper #RollercoasterTycoon
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Came across Kingland, an indie game by Tornado Bear, which clinched the top spot at The Big Indie Pitch at Pocket Gamer Connects. It's good to see how in a time of instability for the big studios, indie companies are thriving! 🌟 Unique Gameplay Mechanics: Kingland offers a captivating blend of idle and arcade gameplay. This hybrid-casual approach keeps you engaged, balancing between hands-on action and passive progression. It's a refreshing twist that keeps the gameplay dynamic and interesting! 👑 The King's Journey: As the King, your mission is to rid your land of evil. It's an immersive narrative that draws you into a world of strategy and restoration. This narrative depth adds layers to the idle gaming experience, making each session more meaningful. ⚔️ Continuous Feature Unlocks: - 🛡️ King upgrades for enhanced abilities - 🗝️ Dungeons with challenging foes - 🏗️ Special buildings for strategic advantages - 🗺️ A saga map that unfolds the story 💬 Why Kingland Stands Out: What really sets Kingland apart is its ability to intertwine casual gaming with deep, engaging content. This isn't just another idle game; it's a journey, an adventure, and a strategy challenge all rolled into one. 🔄 Feel free to reshare this post to spread the word about this indie gem! I'd love to hear your thoughts on Kingland. Have you tried it? What do you think about the hybrid-casual genre? Let's discuss this below! 👇 #IndieGames #GamingCommunity #Kingland #GameReview
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Yes, this game is made without code👇 Check out the cool stuff our game engine can do! Originally built for platformers, our amazing community still managed to make games that broke boundaries💡 Here's a sweet game demo created by Samuele Prosser of PROX games. Can you make it to the end? 😏 Give it a try yourself (it's mobile-friendly, too)! Controls: A/D: Move W: Jump https://lnkd.in/d9gNfBrv Are you ready to give limitless, code-free game development a try? Our open beta is dropping soon, and you can snag early access by signing up on our website. Keep an eye out for your invite - it's coming your way soon! #nocode #gamedevelopment #gamedesign #fiero
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Did You Know? 💡 The indie game movement has its roots in the 1980s, long before digital distribution platforms were a thing! 🎮 Back then, small developers were already pushing the boundaries of creativity, creating games with limited resources but limitless passion. At PIXL TITAN, we’re proud to continue supporting that same spirit by helping today’s indie developers reach new heights and connect with their audiences. 🚀 What are your favorite indie games from back in the day? #IndieGameDev #GamingHistory #IndieGames #GameDevelopment #PIXLTitan
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