Build First, Fund Later
In the good ol' days, it was possible to find an investor to pay you to make the game of your dreams. With the implosion of traditional game studio economics and the rising democratization of game development, the model has flipped where the game needs to be created first, before there's any real chance of attracting investors to fund the user acquisition and marketing for that game. Game development today requires being great at two things: Creating game prototypes quickly and cheaply, and finding sources of user acquisition that are efficient and unique. Cloning a top-20 game and trying to outbid the incumbent on a CPI network is just not going to work. This session will both describe this evolution in the game industry and share tips on how to improve in the two core skills.
Presenters
JJ Richards
QEO
Spontaneous QuirK
JJ began his love affair with the game industry in the ‘80s working the floor of one of the first Babbage’s in Dallas, Texas. In the ‘90s, he worked at McKinsey & Co. helping Fortune 50 companies ...
Show the rest