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Mario is from Kyoto and Fez is from 
Montreal: Colocation and collaboration 
Dr Dan Ashton, Bath Spa University 
Alex Darby, Arch Creatives
Today’s workshop 
• ‘Locating game development’ quiz 
• ‘Inside development spaces/places’ discussion 
• ‘Arch Creatives’ – co-working case study 
• Proposals for indie game development hub
Locating Game Development 
• Global, national and regional scales.
Locating Game Development 
• A range of set ups and types of place.
Quiz 
• How much do we know about where/why 
game development is located? 
• What are the quirks of national/cultural 
identities in game development?
1. How many locations does EA have? 
a) 8 
b) 17 
c) 25 
d) 34
A: 25
2. Where is the Independent Games 
Festival hosted? 
a) San Francisco 
b) Montreal 
c) Berlin 
d) Brighton
A: San Francisco
3. Where does Indie developer Spry Fox (Triple 
Town, Road Not Taken)make its games? 
a) USA 
b) UK 
c) Netherlands 
d) Australia
A: All of the above 
• Entirely distributed development with 
essentially 0% physical co-location.
4. Where was Anomaly:Warzone Earth 
developed by 11bit Studios? 
a) In a 1930s flat in Warsaw where ENIGMA 
code breaker Marian Rejewski once lived 
b) In an old mobile home on a chicken farm in 
British Columbia, Canada 
c) On the 35th floor of a high-rise in Philadelphia 
that includes a law library 
d) In an office space in Plymouth, Michigan that 
has bee hives in the garden
A: Warsaw
5. Which of these are the offices of indie game developers? 
a) b) b) 
c) d)
A: All of them! 
• Treadmills, kids, mahogany desks, and 
recycling dumps!
Where/why locate? 
• http://www.gamedevmap.com/ gives an 
indication of where some game developers 
locate. But why? 
– Guildford (UK) 
– Montreal (Canada) 
– Dundee (UK)
Get Organized At Work! 
van der Graff (2012) article 
• Aims to enhance ‘understanding of how 
developer firms practice their design 
process’. 
• Case study of Valve and Linden 
• Used today to help us consider ways of 
working with others in game development 
contexts.
Activity One: Organizational Forms 
• Two groups: 
- One group to summarize ‘The Cabal as 
Organization Form’ (483-4) 
- One group to summarize ‘The Studio as 
Organization Form’ (484-5) 
What are the distinctive aspects about this way 
of working/organizing game development?
Activity Two: ‘Not just for anybody’ 
• In the ‘Inside Job’ section, van der Graff considers: the 
application process, mentoring, and performance 
management. These aspects are part of the negotiation 
between the firms and the individual. 
• Based around this section and your own 
understanding/experience: 
1. What would you consider important features of the 
interview process? Consider the cultural/social aspects as well 
as the technical. 
2. Consider the different mentoring approaches, and as a group 
agree on an effective approach for supporting 
colleagues/collaborators.?
Get Organized … into hubs 
Some findings from workshop 1 at the Bristol 
Games Hub. 
• Sharing expertise 
• Spontaneous encounters 
• Critical mass 
• Network technologies 
• Interruptability 
• Who is in the space 
• Feeling comfortable 
• Retaining talent
Alex Darby @darbotron 
darbotron@darbotron.com 
Director www.archcreatives.com 
Managing Director www.darbotron.com 
Technical Director & Senior Lecturer www.gamercamp.co.uk
What is Arch Creatives? 
• Hub for local game development community 
• Low cost co-working space with no contracts 
• Committed to making indie game development a 
sustainable business model 
• Mentoring, networking, training, business & legal 
support 
• Regular social events 
• Conduit for wider industry interaction 
• Not for profit organisation
Who runs Arch Creatives? 
• 5 Game Industry veterans 
Ollie Clarke Alex Darby Helana Santos Steve Stopps Tom Weston 
• Broad range of skills & experience 
• Combined experience of over 70 years 
• Shared vision
Why start Arch Creatives? 
• Game Industry is strong but ever changing 
• All business models are fragile 
• Adaptation is key to sustainability 
– Large companies are bad at this 
– Small companies can be good at it 
– Tiny companies have to excel at it
Why start Arch Creatives? 
• Community of small & tiny companies 
• Aim is to create an environment to support 
sustainable small scale game development 
• We believe that community is key in this 
• “Hippy Hollywood Model” 
• Collaborative, open, sharing, supportive 
…and we needed somewhere to work!
Games made at Arch Creatives 
• We have 3 resident teams + contractors 
Team Kumo, Modern Dream, & MicroMacro
Funding game development 
• Lots of investment in UK currently 
• Government scheme for SME investment 
• Very attractive to investors 
• Up to 80% of their money back through tax credits 
• Arch Creatives has helped people access funding 
• Accounts for 80% of games at Arch Creatives 
• Other games funded by a mixture of: 
• Personal savings 
• Work for hire / contracting
Why Leamington Spa? 
• Heritage of local Game Industry back to 1980s 
• Codemasters was the seed 
• Around 15 companies split off over the years 
• Medium sized companies moved into the area 
• Now lots of small indies too 
• Approx. 2000 people actively employed 
…and we all live there
How we did it 
• Got organised! 
• Ran events to build a tangible community 
• Lots of networking & PR 
• Funding from local council 
– Supporting local economy & heritage 
• Funding from pillars of local industry 
– Larger companies invest in talent pool 
• Location 
– cheap rent “creative area”
How we keep it open 
• Bums on seats 
• Charge for use of the space 
• £10 per-day fee 
• 20% off if you pay up front 
• 4 days a week == 5 days a week for free 
• Approx. £120 a month per person 
• Space for 24 people in the Arch 
• break even based on 18 pre-paid full time spaces 
• Includes wi-fi, kitchen, & contribution to bills
How we engage community 
• Free monthly evening event for community 
• “Gathering in the Middle” – predates Arch Creatives 
• We provide snacks & drinks 
• People can demo their games for free 
• Informal catch up & networking event 
• Usually have guests (Sony, Microsoft, Sega, Unity etc.) 
• Currently 165 members in our facebook group 
• Typical attendance around 60-70 
• Ad-hoc events (e.g. #PlayStationOpenDay etc.)
Any questions?
Proposing game design places/spaces 
• We have considered different scales of game 
development from national contexts to 
specific organisational contexts. 
• Now, working in small groups (3), you will 
develop a proposal for a co-working indie 
game hub. 
• This will involve identifying and prioritizing 
some of the things that we have covered and 
adding your own suggestions.
To start … 
• What are the relevant factors which your 
proposal should consider?
Proposing game design places/spaces 
• Rest of this session until lunch: working on 
proposal 
• 13-13.45: Small groups to finalize their 
proposal for sharing, and then as one group 
we will negotiate one proposal for presenting 
at the plenary 
• 13.45-15.00: Presentation of ‘coworking hub’ 
proposal to plenary

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Mario is from Kyoto and Fez is from Montreal: Colocation and collaboration

  • 1. Mario is from Kyoto and Fez is from Montreal: Colocation and collaboration Dr Dan Ashton, Bath Spa University Alex Darby, Arch Creatives
  • 2. Today’s workshop • ‘Locating game development’ quiz • ‘Inside development spaces/places’ discussion • ‘Arch Creatives’ – co-working case study • Proposals for indie game development hub
  • 3. Locating Game Development • Global, national and regional scales.
  • 4. Locating Game Development • A range of set ups and types of place.
  • 5. Quiz • How much do we know about where/why game development is located? • What are the quirks of national/cultural identities in game development?
  • 6. 1. How many locations does EA have? a) 8 b) 17 c) 25 d) 34
  • 8. 2. Where is the Independent Games Festival hosted? a) San Francisco b) Montreal c) Berlin d) Brighton
  • 10. 3. Where does Indie developer Spry Fox (Triple Town, Road Not Taken)make its games? a) USA b) UK c) Netherlands d) Australia
  • 11. A: All of the above • Entirely distributed development with essentially 0% physical co-location.
  • 12. 4. Where was Anomaly:Warzone Earth developed by 11bit Studios? a) In a 1930s flat in Warsaw where ENIGMA code breaker Marian Rejewski once lived b) In an old mobile home on a chicken farm in British Columbia, Canada c) On the 35th floor of a high-rise in Philadelphia that includes a law library d) In an office space in Plymouth, Michigan that has bee hives in the garden
  • 14. 5. Which of these are the offices of indie game developers? a) b) b) c) d)
  • 15. A: All of them! • Treadmills, kids, mahogany desks, and recycling dumps!
  • 16. Where/why locate? • http://www.gamedevmap.com/ gives an indication of where some game developers locate. But why? – Guildford (UK) – Montreal (Canada) – Dundee (UK)
  • 17. Get Organized At Work! van der Graff (2012) article • Aims to enhance ‘understanding of how developer firms practice their design process’. • Case study of Valve and Linden • Used today to help us consider ways of working with others in game development contexts.
  • 18. Activity One: Organizational Forms • Two groups: - One group to summarize ‘The Cabal as Organization Form’ (483-4) - One group to summarize ‘The Studio as Organization Form’ (484-5) What are the distinctive aspects about this way of working/organizing game development?
  • 19. Activity Two: ‘Not just for anybody’ • In the ‘Inside Job’ section, van der Graff considers: the application process, mentoring, and performance management. These aspects are part of the negotiation between the firms and the individual. • Based around this section and your own understanding/experience: 1. What would you consider important features of the interview process? Consider the cultural/social aspects as well as the technical. 2. Consider the different mentoring approaches, and as a group agree on an effective approach for supporting colleagues/collaborators.?
  • 20. Get Organized … into hubs Some findings from workshop 1 at the Bristol Games Hub. • Sharing expertise • Spontaneous encounters • Critical mass • Network technologies • Interruptability • Who is in the space • Feeling comfortable • Retaining talent
  • 21.
  • 22. Alex Darby @darbotron darbotron@darbotron.com Director www.archcreatives.com Managing Director www.darbotron.com Technical Director & Senior Lecturer www.gamercamp.co.uk
  • 23. What is Arch Creatives? • Hub for local game development community • Low cost co-working space with no contracts • Committed to making indie game development a sustainable business model • Mentoring, networking, training, business & legal support • Regular social events • Conduit for wider industry interaction • Not for profit organisation
  • 24. Who runs Arch Creatives? • 5 Game Industry veterans Ollie Clarke Alex Darby Helana Santos Steve Stopps Tom Weston • Broad range of skills & experience • Combined experience of over 70 years • Shared vision
  • 25. Why start Arch Creatives? • Game Industry is strong but ever changing • All business models are fragile • Adaptation is key to sustainability – Large companies are bad at this – Small companies can be good at it – Tiny companies have to excel at it
  • 26. Why start Arch Creatives? • Community of small & tiny companies • Aim is to create an environment to support sustainable small scale game development • We believe that community is key in this • “Hippy Hollywood Model” • Collaborative, open, sharing, supportive …and we needed somewhere to work!
  • 27. Games made at Arch Creatives • We have 3 resident teams + contractors Team Kumo, Modern Dream, & MicroMacro
  • 28. Funding game development • Lots of investment in UK currently • Government scheme for SME investment • Very attractive to investors • Up to 80% of their money back through tax credits • Arch Creatives has helped people access funding • Accounts for 80% of games at Arch Creatives • Other games funded by a mixture of: • Personal savings • Work for hire / contracting
  • 29. Why Leamington Spa? • Heritage of local Game Industry back to 1980s • Codemasters was the seed • Around 15 companies split off over the years • Medium sized companies moved into the area • Now lots of small indies too • Approx. 2000 people actively employed …and we all live there
  • 30. How we did it • Got organised! • Ran events to build a tangible community • Lots of networking & PR • Funding from local council – Supporting local economy & heritage • Funding from pillars of local industry – Larger companies invest in talent pool • Location – cheap rent “creative area”
  • 31. How we keep it open • Bums on seats • Charge for use of the space • £10 per-day fee • 20% off if you pay up front • 4 days a week == 5 days a week for free • Approx. £120 a month per person • Space for 24 people in the Arch • break even based on 18 pre-paid full time spaces • Includes wi-fi, kitchen, & contribution to bills
  • 32. How we engage community • Free monthly evening event for community • “Gathering in the Middle” – predates Arch Creatives • We provide snacks & drinks • People can demo their games for free • Informal catch up & networking event • Usually have guests (Sony, Microsoft, Sega, Unity etc.) • Currently 165 members in our facebook group • Typical attendance around 60-70 • Ad-hoc events (e.g. #PlayStationOpenDay etc.)
  • 34. Proposing game design places/spaces • We have considered different scales of game development from national contexts to specific organisational contexts. • Now, working in small groups (3), you will develop a proposal for a co-working indie game hub. • This will involve identifying and prioritizing some of the things that we have covered and adding your own suggestions.
  • 35. To start … • What are the relevant factors which your proposal should consider?
  • 36. Proposing game design places/spaces • Rest of this session until lunch: working on proposal • 13-13.45: Small groups to finalize their proposal for sharing, and then as one group we will negotiate one proposal for presenting at the plenary • 13.45-15.00: Presentation of ‘coworking hub’ proposal to plenary

Editor's Notes

  1. A - True B – that is MinMax Games who made Space Pirates and Zombies. C- that is Final Form who made Jamestown D – that is Stardock, Galatic Civilization