Console Life Cycle Affects Deals Unit Sales Deal Signing Ease 2 nd Wave: Publishers approve many new projects. No teams have prior experience. 3 rd Wave: Bar goes up; Publishers prefer teams who published in wave 1. Launch Titles 2 nd Wave Titles 3 rd Wave Titles
Self Confidence Issues?
Be Open with Employees
Be honest about what’s going on
Smartest thing we did at Escape Factory after project was cancelled
Anxiety is bad enough without rumors
People will want to know how they can help
We promised to tell people when to start sending out resumes
We also helped employees get jobs
Why did we shut down?
Assumed we would find another project…
Market much more competitive 2 nd time around
Assumed team was most valuable asset
“ 20 person team ready-to-go”
Didn’t really check market value; should have gotten bids
We were too expensive for available projects (ports, etc)
Started shopping new concepts
Morale boost, but LONG, expensive process we couldn’t afford
Didn’t really slash costs
Deferred salaries: illegal; ended up paying it anyway
Rent: still owe $30K+; should have bargained up-front
Took on new debts
Ran up line-of-credit to pay for team
Escape Factory Headcount
Escape Factory Net Worth
Looking forward
Sprout Games
Casual game studio
True “mass market” games
www.sproutgames.com
New philosophy:
Spend no money… Unless truly critical
Revenue = Profit
Very small partnership
Personally satisfying
Actually making games vs. building company
Reading Recommendations
http://www.gamasutra.com/
Read every article; invaluable background & “best practices”
Organizing Genius , Warren Bennis
Insights into creating “Great Groups” (such as Disney, Apple)
Software Development, A Legal Guide, NOLO
Critical to reducing your legal bills
Employer’s Legal Handbook, NOLO
Eventually you’ll need to fire someone… Are you covered?
Managing the Professional Service Firm, David Maister
Written for the traditional service firms, but highly relevant
Built to Last, James Collins
Great survey of great companies to imitate
Thanks To:
Gabe Newell, Valve
Rick Goodman, Stainless Steel Studios
Tony Goodman, Ensemble Studios
Chris Taylor, GPG
Ron Moravek, Relic
Brian Fleming, Sucker Punch
Mike Ryder, Buena Vista Games
Josh Davidson
Call To Action!
Don’t be afraid to take risks
Don’t be afraid of failing
Pay someone to be paranoid
And listen to them!
An articulate vision is your best asset
Will help hire team, attract $$$, attract deals
Know your competition
If you can’t beat them, get out
Q&A
Why were we late?
Pre-production was largely wasted
Team not yet fully staffed up
Engineering team especially understaffed
Game-design focused on writing massive design doc vs. prototyping & iteration
Licensed engine – no free lunch
Unless you’re making identical genre game
Biggest advantage – faster prototype
People Issues
Mistakes:
Hired a few “bad cultural fits & kept them too long
Had some people in wrong jobs
Results & Symptoms:
Created rift between teams
Wasted lots of time dealing with fallout
Lower productivity from people involved
Solution:
Be super hardcore about hiring/firing
Listen to your gut & your team
Act quickly to move people around if in wrong jobs
Great hiring process not enough
Candidates had 1:1 interviews with 6+ people
Everyone else met candidate over snack
Consistent & simple criteria:
Passion
Effectiveness
Horsepower
Cultural Fit
Company-wide wrap-up: “hire / no-hire”
Must listen to the results
“ We can change this person”
Nearly impossible to change a person
Startups can’t afford personality conflicts
Performance reviews focused on changing person to match their job
Should have focused on finding right job
“ Low experience but high potential”
You can’t afford to grow/train new people
Office Space
Mistakes:
Leased more space than we needed (initially)
Results & Symptoms:
Lowered energy & passion than before
Private offices meant less looking over shoulders (“hey, that looks cool. What is that?”)
Longer walks between offices = less random visits
Solution:
Keep office slightly too crowded; cram together
Not violating values is hard
Reward great ideas ahead of ego or rank
Close collaboration
Requires great professionalism & maturity, especially in a creative organization
Zero tolerance for mediocrity
How to balance with “disciplined development” and schedules? Okay to rush to hit milestone?
Disciplined approach to development
How to reconcile with above points?
Ridiculous amount of fun
If work isn’t fun is something wrong?
Hire & retain best people in industry
Hard to do as a startup
Room for junior team members?
Core values must be reinforced
Mistakes:
Some core values occasionally ignored (e.g., sub-par work to meet milestone)
Potential contractions not openly discussed (e.g., “discipline” vs. everything else)
Results & Symptoms:
Values seen as empty promises
Can’t assume team on same page if not reinforced
Employees could pick & choose their values
Solution:
Lots of Passion
Passion & energy are sexy
People want to be inspired
Employees, partners, bankers, etc
An alternative to the “mundane”
Create “Skywalker Ranch of Gaming”
Controversial Call to Action
Downside: hard to maintain…
Call To Action … So what's our dream? That we'll be the studio that finally elevates the video game into an art form where it rightfully belongs alongside film and theatre. An art form that unites epic stories, beautiful cinematography, and rich drama with the forgotten magic of childhood play. We can't wait for the rest of the industry to do it because most developers are too deeply sunk into the culture of "by hardcore gamers, for hardcore gamers" and most publishers are too busy chasing whatever sold the most last year…
Exciting Clear Vision
Unique time to enter game industry
Internet: disrupts channel, allows multiplayer games
Mass-market potential
High powered hardware = greater creative freedom
Company goals:
Break new ground , inspire copy-cat imitators
Look back as most fun, creative, productive times in our lives
Entertain millions of people of all ages & interests
Cultural impact on par with Star Wars
Build games that:
Suck the player in through great stories, compelling characters, addictive game-play, intuitive UI, and breathtaking worlds.
Encourage and reward players to think and be creative.
Provide a social game experience with competition and collaboration.
Offer players an escape from the mundane with the opportunity to be the hero.
Originally presented at GDC 2004, this was a candid more
Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail.
This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory. less
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