The Juggling Act: Biz, Marketing & Game Dev
summary
Studio launches a commercial game called Innchanted after five months prototyping, building cooperative design and early public playtests at Unite Melbourne and ACMI. Grants via Film Victoria typically take about six months and caps at $50,000 so budgeting and personal runway matter; legal fees and a dedicated UI hire turn out expensive. Team roles need splitting (ideally three founders: biz, creative, tech), use document tools like Confluence and start playtesting and marketing early to avoid scope creep and missed discoverability.
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chapters (10)
- 0:00Start
- 1:53How I Started My Studio
- 8:50Professional Self-Care
- 13:34Funding Sources
- 18:41Business Is about Building Relationships
- 24:21Audience
- 29:14Looking after Your Team
- 30:25Choose the Right People for Your Game
- 31:49Consider the Impact of Your Project
- 39:32Getting Your Game Noticed by Audiences
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