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Bootstrapping in the Age of Blockbuster Budgets

Bootstrapping in the Age of Blockbuster Budgets. Albert Reed Co-Founder/Director of Development Demiurge Studios Latest Version at: http://www.demiurgestudios.com/GDC/. Introduction. Bootstrapping : Funding a company with no external investment and with little or no personal wealth

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Bootstrapping in the Age of Blockbuster Budgets

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  1. Bootstrapping in the Age of Blockbuster Budgets Albert Reed Co-Founder/Director of Development Demiurge Studios Latest Version at: http://www.demiurgestudios.com/GDC/

  2. Introduction • Bootstrapping: Funding a company with no external investment and with little or no personal wealth • Without a means to bootstrap, the indie is in danger • Big budgets present opportunity for small studios • Look at the other lectures: • We Learned the Hard Way So You Don't Have To: How to Outsource Successfully • Multiple Site Game Development • Successful Outsourcing on Triple "A" Games - A Case Study of Forza Motorsport

  3. Prerequisites: Individual • Patience: Growth will be slow • Be willing to sacrifice 5 years of competitive earnings • Don’t wager what you can’t afford to lose • Willingness to work on less-than-ideal projects

  4. Pre-Requisites: The Team • Don’t got it alone • Need inspiration, pick-me-ups, complementary skills, sanity-checks • Selling an individual is harder • Game industry experience: It will save you time • Sales skill/expertise (not a full-time biz person) • Business consultant • Contacts • Talent

  5. Pre-Requisites: Infrastructure • Computers, phones, etc. • Place to work • Try to get office space with your first gig

  6. The First Gig: Sales Part 1 • Reach out to your contacts • Scour job boards and project pages (gamasutra.com, gamedev.net, etc.) • Compete on price versus hiring • Don’t be choosy. Look for isolatable tasks: • Programming: Installers, tools, gravy-features • Art: Bulk environment art, animation, non-essential characters • Demiurge’s first: “Infest!”…

  7. The First Gig: Infest • Web to native port • Knew the owner of the company • Got office space and $1000/week for two programmers • Saved $200/week for supplies, soda, t-shirts, “cushion” • Heat problems. Got a door on the bathroom

  8. The First Gig: Execution • Your reputation is everything • Set high expectations, meet them • Carefully manage the client relationship • “We’re half a man-day behind…” • Professionalism – blow them away • Don’t be a pushover. • Make trades for schedule • It will gain you respect • Remember you still have nothing to lose • Never stop selling…

  9. Building Value: Sales Part 2 • One project done, new prospects in the works • Use your new niche. Demiurge went with UnrealEngine • “Never turn down a job you don’t have” • Serious games, installers, ports, box art • Don’t pre-qualify the client, just get a check • Availability be damned! • Make a website, keep it up • Language tips: “We”, “Some other contractors”, “Previously”, “Absolutely” • Handling the “off site” question

  10. Building Value: Sales Part 2 • Talk to the right people. • Look for business-oriented contacts, avoid HR • Making the case for outsourcing is easier than ever • Lower your rates to land the value-building gig • Console experience, engine experience, Big Name Project • Don’t de-value your work • Never stop selling… • Cast a wide net, then steer the deal

  11. Building Value: Negotiating • Long-term projects are the brass ring • “A little bit pregnant” goes a long way • Tools, concept art, experience w/their tech are great • What to do when start/end dates don’t line up • Don’t stress until the deal is assured • It’s still early, don’t get caught up in contract details • They only matter when it’s too late • Hire a good IP/contract lawyer • Reach out for new skills. Leverage your reputation

  12. Building Value: Execution • Establish process • Better way to bake a normal map • Off-site task tracking/progress reporting • Scheduling capabilities • Build up a portfolio to sell skills • Start game-development team • Demiurge did this too early

  13. Fixed Price vs. Time & Materials • Avoid large fixed price gigs until team is practiced • Nudge gently – in the end the client decides • Leverage benefits of each…

  14. Fixed Price • Much riskier • Bigger potential pay-off • More independence • Easier to develop own tools, processes, techniques • Watch out for fixed price AND fixed date • Avoid “incentives”

  15. Time & Materials • Steady income (brass ring!) • Harder to profit from, without high-rates or low-cost employees/contractors • Generally a less adversarial client-relationship

  16. Pricing • “The only way that you know you left money on the table is if you didn’t get the deal” • Examine costs of the hiring alternative: • Salary + benefits (Health care, 401k, vacation) • Hiring/firing costs (time and $) • Equipment • Is hiring even possible? • Client doesn’t have value of internal talent • Other industry rates will be higher

  17. Why to Outsource? • Your team represents difficult to hire developers (perhaps in quantity) • Your team is trained to get up-to-speed quickly on new projects • Your team will inflict a minimal drain on their existing leads • Hiring you does not raise their burn rate which gives them flexibility down the road • You have staff with a variety of expertise; you can put exactly the right person on each task

  18. Looking Forward • Define corporate goals early • Culture • Product • Build value and advance goals with every gig • Starting internal development • Big: When you can pitch the team • Small: When you can afford it

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