~/conference

IndieGameBusiness San Francisco Summer Edition 2020

date:2020-08-04..2020-08-06
location:-- online --
series:IndieGameBusiness San · one edition

indie developers, studio founders, marketing managers, community managers, business development managers, localization leads

lifetime value (LTV) metrics; Discord community management; paid user acquisition strategies; IP licensing and royalties; in-game ad measurement and viewability; virtual versus physical expo showcasing; game PR and influencer marketing; EU privacy and telemetry rules; Kickstarter crowdfunding best practices; Firebase SDK for live ops

titleauthorlength
Understanding LTV, the most important KPI in gamingLloyd Melnick58m
LTV equals a customer’s present value and is driven by retention, monetization and virality; if LTV < CPI the product can’t scale (example: $1 CPI vs $0.95…
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How to get the most out of your Discord communityPaul Hesling54m
A concrete blueprint for a game Discord: use a compact template with read-only channels at the top, hidden mod channels and a logging channel, role-gated…
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Grow your game profitably - Optimal Paid User AcquisitionBao Dong57m
Covers a concrete playbook: implement the Firebase SDK (Test Lab, Crashlytics, LiveOps), run consolidated Google App Campaigns with ad groups and automated…
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An Industry Veteran's Insight Into IP Licensing For GamesGermaine Gioia55m
Licensing is no longer PR fluff but a measurable business lever: begin with start with passion and audience and validate demand quickly by selling low-cost…
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What It Takes to Grow The Video Game Advertising Market. It's Not Just eSportsJonathon Troughton55m
Argues esports grabs headlines but represents a small slice of a much larger market: 214 million US adults play games and global player counts hit billions…
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Showcasing Your Indie Game at a Expo: Physical or VirtualGrover Wimberly53m
Sums up what actually works: virtual expos reach wider but require a ready online demo and clean assets, physical booths cost about $2,500–$5,000 plus travel…
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The Evolution of Game PR and MarketingMichael Brown51m
Coverage shifts to big AAA titles so indies must stop relying on press alone and instead build community first via closed betas, Discord and newsletter…
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A Legal Perspective on the Business of GamesPaul Lanois, Laura Berton55m
European privacy law applies to IP addresses, hardware and telemetry (including anti‑cheat scans of running processes), not just names; regulators enforce…
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Showcase of Argentinian Games and Companiespaula matus59m
Eight Argentine teams show concrete outcomes: Logic Dots and Logic Traces >1M downloads and a new Home Valley mobile/avatar/crafting soft-launch planned; a…
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A Dive into a Publisher Assessment: What Happens After Your Elevator PitchJuney Dijkstra50m
SOEDESCO runs a checklist that filters risk by specifics: team CVs and availability, platform‑holder registration and engine version and plugin support…
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Building Better Worlds through Game CulturalizationKate Edwards51m
Practical guide to making worlds that sell: culturalization is distinct from localization and happens early, using checklists, spot checks and a layered…
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Clearing out the attic. Tools and of self organisation working from homeTobias Kopka58m
Overview of concrete tools and habits tested while working from home: use Slack or Discord for ongoing team/community chatter, Zoom for meetings, Trello/Jira…
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Epic Mega Grants: Insights and Best Practices for your ApplicationAlan Noon01h 00m
Epic Mega Grants is a $100 million fund for games, enterprise, education, tools and open source with specific guidance: prioritize a tight 2–5 minute video…
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Keynote Address: Navigating Today's Business Development LandscapePhil Adam01h 42m
Practical playbook: cultivate relationships, pick partners who share goals, and keep credibility by answering within 24–48 hours and underpromising then…
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Discord and the Virtual OfficeBenjamin Hoyt54m
Turns a free Discord server into a persistent virtual office for a 20–25 person indie team, replacing internal Zoom/Hangouts for meetings and cutting email…
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Everything You Wanted to Know About KickstarterAnya Combs56m
Recommends being ~50% complete and including 30 seconds of gameplay (video or GIF), not just a concept; set realistic funding (typical successful goals for…
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What Publishers Want To SeeChristopher Kassulke01h 04m
HandyGames wants a clear one‑page pitch plus a vertical slice or short demo (five minutes or less) and a two-minute trailer or play‑through link; include…
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Building Game Studios that LastEd Dille52m
Practical playbook: hire for exact skills and train relentlessly, using the airplane test for culture fit; expect low turnover when teams form 15–20 year…
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Your Digital Resume and Game Industry Job HuntMarc Mencher57m
Average person has 17 jobs so job hunting is a repeatable skill; 90% of US employers view social profiles and 70% reject candidates for online content. Resumes…
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Africa: The Last Digital FrontierSean Gotkin48m
Claims that mobile is the growth engine: Africa is mobile-first, average age 19 and publishers see CPIs around $0.10, with a projected regional market…
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The Game Writing AUA (As Us Anything!)Toiya Kristen Finley01h 12m
A practical Q&A that names tools and outcomes: use pattern language or Pinterest moodboards for architectural briefs; run table reads, internal playtests and…
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3 Ways To Understand Your Game's AudienceChris Zukowski54m
Argues that marketing starts with the game choice not tweets, using Steam data (about 44,000 scraped titles) and a small survey of 53 responses to show which…
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Hiring and Retaining Diverse Leaders: The Next Generation of GamesRenee Gittins57m
Claims that hiring without inclusion fails and that retention is the bigger problem drive concrete actions: the IGDA Foundation runs mentorships and a virtual…
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The Big Win: Relationship-Driven Strategic PartnershipsAdam Creighton57m
Builds studios around measurable relationships that produce concrete deliverables: 6 projects across 6 platforms in a year, an Xbox One port of Rocket League…
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10 Rules For Business In Mobile GamesMartine Spaans50m
Presents concrete rules: prioritize retention over monetization, tighten the first-week funnel (tiny UX tweaks lift day‑7 which compounds later) and target day…
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The Business of Games - a Philosophical ApproachLarry Kuperman53m
Argues that business habits must shape design with concrete math: use comparable titles (Steam Spy, itch), build an IGDA/LinkedIn network, and track every hour…
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How Indie Developers Can Polish Their BrandingRachel Presser52m
Claim: marketing fails without a brand foundation. Covers concrete elements: logos, palettes, fonts, copy, brand voice, signature audio like Nintendo Switch or…
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Putting Spectators In the Driver’s Seat: How Our Industry Is Changing As Games and Media Merge.Chris Cataldi53m
Genvid describes a working SDK that extracts in-game data and feeds it to viewers, powering live features now: selectable player perspectives and AR-style stat…
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