SlideShare a Scribd company logo
Level 2
David Mullich
Marketing and Monetization
The Los Angeles Film School
PATHS TO THE MARKETPLACE
We’re Suddenly Millionaires
Our rich Uncle Bim left us $2M (USD)!
 We can save it
 Risk?
 Reward?
 We can invest it
 Risk?
 Reward?
 We can start a business
 Risk?
 Reward?
Let’s Make A Game!
The Four P’s
 Product
 Price
 Promotion
 Place
The Place
Retail Store (Traditional Publisher)
Digital Distribution (Self-Publishing)
Which Is Better?
Traditional Publishing Advantages
 Experience
 Distribution
 Marketing
 Financials
Self-Publishing Advantages
 Brand Development
 Control
 Financials
Factors To Consider
 Do you need funding?
 Do you have marketing experience?
 Do you have operations experience?
Now Which Is Better?
Do Your Research!
 Read Gamasutra daily
 Follow developer blogs
 Connect with movers and shakers on
social media
 Talk to retailers at brick-and-mortar stores
 Visit industry meet-ups, conventions and
trade shows
GAME PUBLISHERS
What’s The Difference Between A Video
Game Studio and Publisher?
Studio vs. Publisher
A game studio developers video games that
are marketed and sold by a game publisher.
Game Developer (Studio)
 Design
 Programming
 Art
 Audio
 Project Management
 Testing
 Business Development (Sales)
Game Publisher
 Product Development
 Legal
 Finance
 Marketing
 Sales
 Quality Assurance
 Operations
 Technical Support
 Customer Service
 Community Management
Most of All – Publishers are the Bank
 Have the most money at risk
 Cost of development
 Cost of marketing
 Cost of inventory
 They reap a most of the
rewards.
Publisher Pros and Cons
Pros
 Keep your equity
 Money for development
 Focus on project
Cons
 Likely loss of IP
 Less flexibility to change direction
 Funding project, not company
Let’s Say You Decide To Use A
Publisher
What factors would you consider in deciding
which publisher to sign with?
Choosing A Publisher
 Suitability of their portfolio and fanbase
 Ability to promote and publish your game
 Working relationship with other developers
 Number of games they are publishing
 Publishing articles written by their staff
World-Wide or Country-by-Country
Model?
World-Wide
 Strong brand recognition of big publisher
 Budget for marketing and shelf-space
 Can finance games at early stages
 Simplicity of contacts and communication
 May overlook some territories
World-Wide or Country-by-Country
Model?
Country-by-Country
 Larger pool of publishers to choose from
 More difficult to distribute in US and UK
 Negotiations happen more quickly
 Less risk of project being canceled
 Higher royalty rates
 More focused marketing campaigns
 More attention to your game in general
Pitching To A Publisher
Publishers are not interested
in ideas.
Publishers are not interested
in documents.
Publishers want to see a
prototype!
Tips For A Successful Pitch
 Get In The Door
 Design The Pitch
 Assume Their Point Of View
 Know All The Details
 Be Organized
 Rehearse
 Be Passionate!!!
 Show You Are Serious
 Exude Confidence [but not Cockiness]
 Be Flexible
 Get Them To Own It
 Follow Up
Jesse Schell
More Tips
 Give everyone a role
 Have your laptop ready to go
 Have a preloaded video ready
 Talk about your game, not yourself
 Talk money honestly
Creating An Emotional Connection
Mad Men: Kodak Pitch For “The Wheel”
Congratulations! Your Pitch Was
Successful!
CONTRACT NEGOTIATIONS
Types Of Development Contracts
 Work for Hire
 Early Stage
 Completion Funding
 Pick-Up Deal
Let’s take a closer look at each!
Work-for-Hire Contracts
Publisher brings the developer a concept,
property or franchise and the developer creates
the game based on the publisher’s guidelines.
 Great for establishing reputation
 Usually requires a smaller staff
 Least amount of negotiating power for
developer
 Flat fee, but reliable form of revenue
 No retained rights to developer
Early Stage Development Deal
Developer pitches a publisher on a game that
they want to make and gets funding from the
publisher to create the game.
 Reserved for teams with solid track record
 Requires detailed GDD and tech demo
 Advances against royalties
 Developer retains certain rights
Completion Funding
Developer creates a game on its own dime and then
at some stage in the development process brings the
concept to a publisher that finances the rest of the
game.
 Good balance of creative freedom and negotiating
power
 Requires demo showing complete playability and
unique selling points
 Advances against royalties
 Developer retains certain rights
Pick Up Deal
Developer completes the game with its own
money and then sells the essentially complete
game to a publisher.
 Gold master date is near
 Strongest negotiating position for developers
 Country-by-country or world-wide model
 Advances against royalties
 Developer retains most rights
On Publishers
Start at 3:00
Advances
 Never paid in one lump sum
 Too risky
 Bad for cash flow
 Paid out over a series of “milestones”
Milestones
 Typically paid against “deliverables”
 Signed Contract
 Documents (GDD, TDD, Schedule)
 First Playable (Will it work? Will it be fun?)
 Alpha (feature complete)
 Beta (asset complete)
 Gold Master (publisher approved to sell)
 Source Code & Assets
Milestones
 Production milestones (such as Alpha and
Beta) are typically defined by:
 Features: Degree of completeness
 Assets: Percent final
 Bugs: Number and severity allowable
Royalty
 Percentage of every sale
 Up-front money is an “advance” on future
royalties
 Advance must be “earned out” before true
royalties are paid
Royalty
Factors determining royalty:
 Number of logos on box
 Net receipts (deductions for credits and
refunds for return)
 Additional expenses:
 Cost of Goods
 Insurance
 Shipping
 Witholding taxes from foreign countries
Stupid Developer Trick
 “I’ll cover all my costs with the advance and
wait for profits when the royalties come.”
 MOST GAMES NEVER EARN OUT (make
a profit).
Royalty Protection
Ways to protect your royalty:
 Escalating royalties based on sales
 Separate royalty for sublicensed distribution
 Royalty reports with units manufactured, units
sold, and wholesale price
 Limit copies publisher can give away for free
 Contract provision for auditing publisher’s
books
Risk vs. Reward
Video Game Developers vs Publishers: Who
Wins? (12:33)
Other Contract Provisions
 Definition of market coverage
 Minimum marketing budget
 Developer logo placement
 Engine and common code rights
 Ancillary rights
 Secondary platform and sequel rights
Negotiation Steps
1. Prepare
2. Talk
3. Offers and Counter-Offers
4. Never Do This!
Let’s take a closer look at each!
Step 1: Prepare
Create a negotiation planning document.
Step 2: Talk
 Strike up a conversation to build rapport
 Ask about the issues
 Show some trust to get some in return
 Face and Honor Societies require far more
nuanced and risky negotiation strategies
Step 3: Offers And Counter-Offers
 The first person to make an offer, loses.
 If you are made an offer, take time before
making a counter offer
 Take lots of notes
 User counter-offers to triangulate
sensitivities
 If you need to walk, walk
Step 4: Things You Should NEVER Do
 Enter a negotiation you’re not willing to walk away
from
 Negotiate one issue at a time
 Negotiate for the sake of negotiating
 Make open-ended offer
 Make an offer you don’t actually like
 Give up your IP or shares of your company
 Rescind or modify an offer after it’s been accepted
 Lie
 Threaten
Remember
A negotiation is a
starting point, not the
end game.
The best deal is the one
that gives you the most
value while also making
your counterpart happy.
Group Quest
Put together a pitch for your game.
 Prepare a 10-minute demo of your prototype
 Use a laptop
 Have back-up materials ready just in case
 Give everyone a role
 Rehearse first
 Be prepared for a Q&A
SELF-PUBLISHING
Indie Development
Extra Credits, Season 6, Episode 21 -
So You Want to be an Indie (6:29)
Setting Up Your Business
 Hire a lawyer to establish it as a legitimate
business.
 Hire an accountant or business consultant
 Fund the company, not a game
 Set goals and deadlines for evaluations
 Manage by the numbers, not the guts
Building Your Team
 Pick carefully whose on your team.
 Fire if you must
Developing Your Game
You can’t make AAA games, but avoid “one-
off” games that are too simplistic.
Even with simple games, have
 Meaningful progress over time
 Social features
 Frequent updates
Launching Global
A global launch does not mean just one
launch:
 Different platforms
 Different distributors
 Different languages
Maximize your access points to customers!
Launching Global
World use of languages:
 English: 4.70%
 Spanish: 6.15%
 Mandarin: 14.4%
Don’t forget to localize marketing materials as
well as your product!
Going Global
Country considerations:
 No prohibition on advertising or data collection
 Use standard digital stores
 Are emerging markets
Examples:
 Germany
 Spain
 Portugal
 Japan
 Russia
Managing Your Business
 Be an entrepreneur
 Prepare for failure; aim for sustainability
 After launching, just don’t sit back and
check the bank account
 Build a long-term relationship with players
Time Until “Independent
Sustainability”
Kitfox Games:
 Leaving last job and finding company: 5 months
 Montreal startup accelerator (at minimum wage): 9 months
 Financial sustainability (Kickstarter and grant): 3 months
Spryfox Games (11 games total):
 3 profitable games
 4 break-even games
 5 unprofitable games
 5 (or 20) unfinished prototypes
Time Until “Independent
Sustainability”
What Are Indie Dev’s Biggest
Mistakes?
5 Biggest Mistakes Made By Indies
1. Lack of product positioning
2. Lack of benchmarking for trends and
competitors
3. Underestimating the value of media
content
4. Inadequate press kits
5. Failure to create community buzz
What Do These Mistakes Have In
Common?
Forgetting To Do The Marketing!
Doing Your Own Marketing
 The personal approach can work well
 The amount of time and effort can add up!
Hire Outside Specialist
 Freelancers and mini-agencies and big
firms, oh my!
 Some focus on PR, others on advertising,
or a mix
 Consider best fit for your budget!
Adding Marketing Person To Team
Advantages:
 Press likes to speak directly to team
 More connected to your mission and
projects
 Quicker response to communications
Adding Marketing Person To Team
Options:
 Bring on a part-timer early on
 Or give duties to someone on team with
good communications skills
 Set up a general email account so different
team members can respond
Away Mission
Determine the best way to get your game
published.
 List 3 advantages of traditional publishing
 List 3 advantages of self-publishing
 Explain which is better for your game and
why
LAFS Marketing and Monetization Lecture 2: Game Publishing

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LAFS Marketing and Monetization Lecture 2: Game Publishing

  • 1. Level 2 David Mullich Marketing and Monetization The Los Angeles Film School
  • 2. PATHS TO THE MARKETPLACE
  • 3. We’re Suddenly Millionaires Our rich Uncle Bim left us $2M (USD)!  We can save it  Risk?  Reward?  We can invest it  Risk?  Reward?  We can start a business  Risk?  Reward?
  • 4. Let’s Make A Game! The Four P’s  Product  Price  Promotion  Place
  • 5. The Place Retail Store (Traditional Publisher) Digital Distribution (Self-Publishing)
  • 7. Traditional Publishing Advantages  Experience  Distribution  Marketing  Financials
  • 8. Self-Publishing Advantages  Brand Development  Control  Financials
  • 9. Factors To Consider  Do you need funding?  Do you have marketing experience?  Do you have operations experience?
  • 10. Now Which Is Better?
  • 11. Do Your Research!  Read Gamasutra daily  Follow developer blogs  Connect with movers and shakers on social media  Talk to retailers at brick-and-mortar stores  Visit industry meet-ups, conventions and trade shows
  • 13. What’s The Difference Between A Video Game Studio and Publisher?
  • 14. Studio vs. Publisher A game studio developers video games that are marketed and sold by a game publisher.
  • 15. Game Developer (Studio)  Design  Programming  Art  Audio  Project Management  Testing  Business Development (Sales)
  • 16. Game Publisher  Product Development  Legal  Finance  Marketing  Sales  Quality Assurance  Operations  Technical Support  Customer Service  Community Management
  • 17. Most of All – Publishers are the Bank  Have the most money at risk  Cost of development  Cost of marketing  Cost of inventory  They reap a most of the rewards.
  • 18. Publisher Pros and Cons Pros  Keep your equity  Money for development  Focus on project Cons  Likely loss of IP  Less flexibility to change direction  Funding project, not company
  • 19. Let’s Say You Decide To Use A Publisher What factors would you consider in deciding which publisher to sign with?
  • 20. Choosing A Publisher  Suitability of their portfolio and fanbase  Ability to promote and publish your game  Working relationship with other developers  Number of games they are publishing  Publishing articles written by their staff
  • 21. World-Wide or Country-by-Country Model? World-Wide  Strong brand recognition of big publisher  Budget for marketing and shelf-space  Can finance games at early stages  Simplicity of contacts and communication  May overlook some territories
  • 22. World-Wide or Country-by-Country Model? Country-by-Country  Larger pool of publishers to choose from  More difficult to distribute in US and UK  Negotiations happen more quickly  Less risk of project being canceled  Higher royalty rates  More focused marketing campaigns  More attention to your game in general
  • 23. Pitching To A Publisher Publishers are not interested in ideas. Publishers are not interested in documents. Publishers want to see a prototype!
  • 24. Tips For A Successful Pitch  Get In The Door  Design The Pitch  Assume Their Point Of View  Know All The Details  Be Organized  Rehearse  Be Passionate!!!  Show You Are Serious  Exude Confidence [but not Cockiness]  Be Flexible  Get Them To Own It  Follow Up Jesse Schell
  • 25. More Tips  Give everyone a role  Have your laptop ready to go  Have a preloaded video ready  Talk about your game, not yourself  Talk money honestly
  • 26. Creating An Emotional Connection Mad Men: Kodak Pitch For “The Wheel”
  • 27. Congratulations! Your Pitch Was Successful!
  • 29. Types Of Development Contracts  Work for Hire  Early Stage  Completion Funding  Pick-Up Deal Let’s take a closer look at each!
  • 30. Work-for-Hire Contracts Publisher brings the developer a concept, property or franchise and the developer creates the game based on the publisher’s guidelines.  Great for establishing reputation  Usually requires a smaller staff  Least amount of negotiating power for developer  Flat fee, but reliable form of revenue  No retained rights to developer
  • 31. Early Stage Development Deal Developer pitches a publisher on a game that they want to make and gets funding from the publisher to create the game.  Reserved for teams with solid track record  Requires detailed GDD and tech demo  Advances against royalties  Developer retains certain rights
  • 32. Completion Funding Developer creates a game on its own dime and then at some stage in the development process brings the concept to a publisher that finances the rest of the game.  Good balance of creative freedom and negotiating power  Requires demo showing complete playability and unique selling points  Advances against royalties  Developer retains certain rights
  • 33. Pick Up Deal Developer completes the game with its own money and then sells the essentially complete game to a publisher.  Gold master date is near  Strongest negotiating position for developers  Country-by-country or world-wide model  Advances against royalties  Developer retains most rights
  • 35. Advances  Never paid in one lump sum  Too risky  Bad for cash flow  Paid out over a series of “milestones”
  • 36. Milestones  Typically paid against “deliverables”  Signed Contract  Documents (GDD, TDD, Schedule)  First Playable (Will it work? Will it be fun?)  Alpha (feature complete)  Beta (asset complete)  Gold Master (publisher approved to sell)  Source Code & Assets
  • 37. Milestones  Production milestones (such as Alpha and Beta) are typically defined by:  Features: Degree of completeness  Assets: Percent final  Bugs: Number and severity allowable
  • 38. Royalty  Percentage of every sale  Up-front money is an “advance” on future royalties  Advance must be “earned out” before true royalties are paid
  • 39. Royalty Factors determining royalty:  Number of logos on box  Net receipts (deductions for credits and refunds for return)  Additional expenses:  Cost of Goods  Insurance  Shipping  Witholding taxes from foreign countries
  • 40. Stupid Developer Trick  “I’ll cover all my costs with the advance and wait for profits when the royalties come.”  MOST GAMES NEVER EARN OUT (make a profit).
  • 41. Royalty Protection Ways to protect your royalty:  Escalating royalties based on sales  Separate royalty for sublicensed distribution  Royalty reports with units manufactured, units sold, and wholesale price  Limit copies publisher can give away for free  Contract provision for auditing publisher’s books
  • 42. Risk vs. Reward Video Game Developers vs Publishers: Who Wins? (12:33)
  • 43. Other Contract Provisions  Definition of market coverage  Minimum marketing budget  Developer logo placement  Engine and common code rights  Ancillary rights  Secondary platform and sequel rights
  • 44. Negotiation Steps 1. Prepare 2. Talk 3. Offers and Counter-Offers 4. Never Do This! Let’s take a closer look at each!
  • 45. Step 1: Prepare Create a negotiation planning document.
  • 46. Step 2: Talk  Strike up a conversation to build rapport  Ask about the issues  Show some trust to get some in return  Face and Honor Societies require far more nuanced and risky negotiation strategies
  • 47. Step 3: Offers And Counter-Offers  The first person to make an offer, loses.  If you are made an offer, take time before making a counter offer  Take lots of notes  User counter-offers to triangulate sensitivities  If you need to walk, walk
  • 48. Step 4: Things You Should NEVER Do  Enter a negotiation you’re not willing to walk away from  Negotiate one issue at a time  Negotiate for the sake of negotiating  Make open-ended offer  Make an offer you don’t actually like  Give up your IP or shares of your company  Rescind or modify an offer after it’s been accepted  Lie  Threaten
  • 49. Remember A negotiation is a starting point, not the end game. The best deal is the one that gives you the most value while also making your counterpart happy.
  • 50. Group Quest Put together a pitch for your game.  Prepare a 10-minute demo of your prototype  Use a laptop  Have back-up materials ready just in case  Give everyone a role  Rehearse first  Be prepared for a Q&A
  • 52. Indie Development Extra Credits, Season 6, Episode 21 - So You Want to be an Indie (6:29)
  • 53. Setting Up Your Business  Hire a lawyer to establish it as a legitimate business.  Hire an accountant or business consultant  Fund the company, not a game  Set goals and deadlines for evaluations  Manage by the numbers, not the guts
  • 54. Building Your Team  Pick carefully whose on your team.  Fire if you must
  • 55. Developing Your Game You can’t make AAA games, but avoid “one- off” games that are too simplistic. Even with simple games, have  Meaningful progress over time  Social features  Frequent updates
  • 56. Launching Global A global launch does not mean just one launch:  Different platforms  Different distributors  Different languages Maximize your access points to customers!
  • 57. Launching Global World use of languages:  English: 4.70%  Spanish: 6.15%  Mandarin: 14.4% Don’t forget to localize marketing materials as well as your product!
  • 58. Going Global Country considerations:  No prohibition on advertising or data collection  Use standard digital stores  Are emerging markets Examples:  Germany  Spain  Portugal  Japan  Russia
  • 59. Managing Your Business  Be an entrepreneur  Prepare for failure; aim for sustainability  After launching, just don’t sit back and check the bank account  Build a long-term relationship with players
  • 60. Time Until “Independent Sustainability” Kitfox Games:  Leaving last job and finding company: 5 months  Montreal startup accelerator (at minimum wage): 9 months  Financial sustainability (Kickstarter and grant): 3 months Spryfox Games (11 games total):  3 profitable games  4 break-even games  5 unprofitable games  5 (or 20) unfinished prototypes
  • 62. What Are Indie Dev’s Biggest Mistakes?
  • 63. 5 Biggest Mistakes Made By Indies 1. Lack of product positioning 2. Lack of benchmarking for trends and competitors 3. Underestimating the value of media content 4. Inadequate press kits 5. Failure to create community buzz
  • 64. What Do These Mistakes Have In Common?
  • 65. Forgetting To Do The Marketing!
  • 66. Doing Your Own Marketing  The personal approach can work well  The amount of time and effort can add up!
  • 67. Hire Outside Specialist  Freelancers and mini-agencies and big firms, oh my!  Some focus on PR, others on advertising, or a mix  Consider best fit for your budget!
  • 68. Adding Marketing Person To Team Advantages:  Press likes to speak directly to team  More connected to your mission and projects  Quicker response to communications
  • 69. Adding Marketing Person To Team Options:  Bring on a part-timer early on  Or give duties to someone on team with good communications skills  Set up a general email account so different team members can respond
  • 70. Away Mission Determine the best way to get your game published.  List 3 advantages of traditional publishing  List 3 advantages of self-publishing  Explain which is better for your game and why

Editor's Notes

  1. Publishing is the process of production and dissemination of literature or information — the activity of making information available to the general public. In some cases, authors may be their own publishers, meaning: originators and developers of content also provide media to deliver and display the content for the same.
  2. Stakeholder (corporate), a person, group, organization, or system who affects or can be affected by an organization's actions. Game developer Stakeholders: Studio Head Technical Director Lead Programmer Art Director Design Director Business Development Manager (Sales)
  3. Game Publisher Stakeholders: Marketing Product Development International divisions CFO (Chief Financial Officer) Sales
  4. EastmentKodak is looking for an advertising firm to create an ad campaign for their new slide projector, which they call “The Wheel”. They come to listen to Don Draper’s pitch for why Sterling Cooper should handle the campaign by explaining how his ad agency would pitch the product to customers.
  5. (Asset complete = All Assets represented) (Feature complete = All Assets + Working + Free of bugs)
  6. (Asset complete = All Assets represented) (Feature complete = All Assets + Working + Free of bugs)
  7. One column for you and your counter part, one row per issue, and a row each for BATNA (Best Alternative To A Negotiated Agreement), reservation price, and target price. For each issue, identify the position, interest, and priority respective to each party.. The planning doc is like your script for the negotiation. You will need to improvise and adapt, but your planning doc is your guiding light:
  8. Don’t rush right into numbers, offers, and battles of wits. Ask about your counterpart’s personal life. Ask how business is going. Most business negotiations are conducted by people who don’t know each other. Integrative negotiations, like relationships, are built on trust. Getting everyone in the room relaxed and in a cooperative mindset can make it much easier to collaborate on creating deals that work for everyone. Ask your counterpart why she wants to make a deal? How would a deal like this fit into her company’s strategy or current activities? Ask how your company can help or support that strategy. What pain points is her company currently experiencing? What’s the mood at the company? Ask about the individual issues. Ask why one issue is important to her. Or why Issue A is more important to her than Issue B. How do these issues play into her company’s strategy? Don’t be afraid to reveal information of your own. In fact, if your counterpart is tight-lipped, you may need to offer some tidbits to trigger a norm of reciprocity and get her to reveal something in return. If your counterpart is tight-lipped, you may need to offer some tidbits to trigger a norm of reciprocity and get her to reveal something in return.
  9. If your counterpart makes the first move, take your time. Review the offer, match it against your planning document. Use the offer to try to suss out what’s important to your counterpart. Then draft a counter-offer Take lots of notes and track the progress of counter-offers. You can use your counterpart’s offers to try and triangulate his sensitivities. If he yields a lot on one issue, but barely budges on another, its a safe bet that the latter is the high priority issue for him. You can use your counterpart’s offers to try and triangulate his sensitivities. If he yields a lot on one issue, but barely budges on another, its a safe bet that the latter is the high priority issue for him. When you’ve hit your limit (either in terms of patience or reservation price), don’t be afraid to indicate that your next offer is final. You don’t need to be hostile about it, just plainspoken. And if you say it’s your final offer, stick to it, although it is okay to let your counterpart make one final counter-offer in return.
  10. But you shouldn’t simply go for whatever language is most spoken in the world – the size of the market also matters. When determining your localization strategy, you should pay attention to market revenue being generated from paid apps, IAPs and advertising revshare – they will show you where the money lies.
  11. Looking at these parameters you could focus on Japanese, German, Spanish, Portuguese and Russian markets, as they turn out to be the strongest ones. Numbers from App Annie and Newzoo also confirm this theory. It’s worth watching the GDC talk about Expeditions: Conquistador from Logic Artists to see how they did it. You must be wondering why I decided not to include China in the list. The land of the rising sun is a huge market, but also one which is too hard to chew, once bitten. It can be insanely difficult to have any decent app penetration in the country without a Shanghai / Beijing office, and unless you have some unfair advantage, such as a partner in the country or something along those lines, my advice is to steer clear.
  12. The mission of an indie team should be survive to its first game and make a sustainable business in the long term to improve quality of the products step-by-step, putting a creative factory in place to stay in the long term. Dustin Moskovitz, the co-founder of Facebook was asked in an interview about what it felt like to be to be part of Facebook’s overnight success. He replied with something similar to this: “If by ‘overnight success’ you mean staying up and coding all night, every night for six years straight then it felt really tiring and stressful.”