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Indie Development in 2014
What I learned from GDC
Mike Enoch
Welcome!
What is indie in this context?
About me:
• Background in console development
• Portfolio manager for the Prototype Fund
• Still developing on the side
• About to go indie full time
Related GDC content
• Independent Games Summit
• Independent Games Festival
• Indie MEGABOOTH
• Alt Ctrl GDC
• Experimental Gameplay Workshop
Plus side events, parties, etc…
Development is getting easier
• Never been as cheap or easy to build games
• Wide array of cross-platform tools and
technology available
• Unity 3D is very popular, GameMaker too
• Price drops from Unreal and Crytek may
drive indies towards higher-end 3D
• Adobe Creative Cloud and other cheap
subscription tools driving down costs and
opening up access
Increased competition
• Accessibility is leading to a massive influx of
new developers at the bottom end
• Consolidation of AAA development combined
with risk-averse creativity is pushing a lot of
experienced devs to go indie too
• More traditional developers and publishers
are also increasingly moving into the indie
marketplace
New markets
• Mobile and tablet markets increasingly taken
over by big business
• Indies are starting to target other markets first
– PC and Steam getting very popular
• Niche targets also tend to be more viable as
the market expands
• Consoles are opening up again, even
providing funding without taking IP
• A lot of indies getting excited by VR, still talk
of Apple TV and other micro-consoles
Opening up Steam
• A lot of debate as to whether Valve opening
up the Steam market will save or kill indie PC
gaming
• Right now it’s a good opportunity, easier to
pass Greenlight, also easier to get a deal that
puts you straight on Early Access
• In 6-months time though? Could go the way
of the AppStore, but no-one wants to write off
Valve
New funding
• Massive uptake of Kickstarter and other
crowd-funding sites
• Also a lot of interest in alpha funding (the
Minecraft model) – especially through
Steam Early Access
• However, many are predicting a backlash
as more people jump in and developers
take advantage
Discoverability
• Still the number one problem for most indies
• Importance of events, competitions, and
communities – building your profile and
networking with the in-crowd
• Teams and individuals collaborating, pooling
resources – the indie take on consolidation?
• Today’s indie, tomorrow’s publisher?
• Trend towards micro-publishers like Devolver
Digital, accelerators like Execution Labs
• What’s your story? Tell it!
Business models
• Indie backlash against free-to-play as players
get abused by unscrupulous businesses
• Free no longer a differentiator, virality no
longer assured, increasing costs of the model
• Excitement around alpha and crowd funding
making indies rethink relationship with the
player and what that means
• Some creative approaches – reverse
sales, live development, patronage
Golden opportunity?
• Many describing the current situation as a
golden age for games, especially indies
• Expanding market and rapid rate of
change leading to many new opportunities
• Indies that do well can become the new
leaders in games development
• I’m in, how about you?
What this means for me
• Collaboration – artist wanted
• Moving away from mobile / tablet
• Paid digital, early access or similar
• Going to take a look at Unreal, but
probably sticking with Unity
• Fast turnaround, but too big to clone
• Events, networking, publishing
Thanks!
M.Enoch@Abertay.ac.uk
@MikeEnoch
MikeEnoch.com

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Indie GDC - Guest Speaker: Mike Enoch - 29th April 2014

  • 1. Indie Development in 2014 What I learned from GDC Mike Enoch
  • 2. Welcome! What is indie in this context? About me: • Background in console development • Portfolio manager for the Prototype Fund • Still developing on the side • About to go indie full time
  • 3.
  • 4. Related GDC content • Independent Games Summit • Independent Games Festival • Indie MEGABOOTH • Alt Ctrl GDC • Experimental Gameplay Workshop Plus side events, parties, etc…
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. Development is getting easier • Never been as cheap or easy to build games • Wide array of cross-platform tools and technology available • Unity 3D is very popular, GameMaker too • Price drops from Unreal and Crytek may drive indies towards higher-end 3D • Adobe Creative Cloud and other cheap subscription tools driving down costs and opening up access
  • 10. Increased competition • Accessibility is leading to a massive influx of new developers at the bottom end • Consolidation of AAA development combined with risk-averse creativity is pushing a lot of experienced devs to go indie too • More traditional developers and publishers are also increasingly moving into the indie marketplace
  • 11. New markets • Mobile and tablet markets increasingly taken over by big business • Indies are starting to target other markets first – PC and Steam getting very popular • Niche targets also tend to be more viable as the market expands • Consoles are opening up again, even providing funding without taking IP • A lot of indies getting excited by VR, still talk of Apple TV and other micro-consoles
  • 12. Opening up Steam • A lot of debate as to whether Valve opening up the Steam market will save or kill indie PC gaming • Right now it’s a good opportunity, easier to pass Greenlight, also easier to get a deal that puts you straight on Early Access • In 6-months time though? Could go the way of the AppStore, but no-one wants to write off Valve
  • 13. New funding • Massive uptake of Kickstarter and other crowd-funding sites • Also a lot of interest in alpha funding (the Minecraft model) – especially through Steam Early Access • However, many are predicting a backlash as more people jump in and developers take advantage
  • 14. Discoverability • Still the number one problem for most indies • Importance of events, competitions, and communities – building your profile and networking with the in-crowd • Teams and individuals collaborating, pooling resources – the indie take on consolidation? • Today’s indie, tomorrow’s publisher? • Trend towards micro-publishers like Devolver Digital, accelerators like Execution Labs • What’s your story? Tell it!
  • 15. Business models • Indie backlash against free-to-play as players get abused by unscrupulous businesses • Free no longer a differentiator, virality no longer assured, increasing costs of the model • Excitement around alpha and crowd funding making indies rethink relationship with the player and what that means • Some creative approaches – reverse sales, live development, patronage
  • 16. Golden opportunity? • Many describing the current situation as a golden age for games, especially indies • Expanding market and rapid rate of change leading to many new opportunities • Indies that do well can become the new leaders in games development • I’m in, how about you?
  • 17. What this means for me • Collaboration – artist wanted • Moving away from mobile / tablet • Paid digital, early access or similar • Going to take a look at Unreal, but probably sticking with Unity • Fast turnaround, but too big to clone • Events, networking, publishing

Editor's Notes

  1. Hello!
  2. At GDC there’s quite a lot of indie stuff on show:IGS – this is a two-day summit that happens on Monday and Tuesday of GDC (the main conference starts on Wednesday). You can get a separate (cheaper) pass.IGF – pavilion on the show floor, and an awards ceremony. Indies should submit their games to as many competitions as possible.MEGABOOTH – seriously, that’s how they write it. These guys club together to buy space at various shows, GDC includedAlt Ctrl GDC – an alternative controller exhibit on the expo show floor, I didn’t spend a lot of time there, but it’s worth knowing aboutI probably missed something important here, feel free to look it up yourselves.