~/talk

Triple-A, Indie, and why you shouldn't care

Talkat Konsoll 2013 · 2013-10-03..10-04· [game-development]
name:Ken Wong
links:none on file
slides:none on file

Compares making Alice: Madness Returns under EA — milestone funding, certification help, Dark Horse art book and a contentious box logo choice — with solo iOS release Hackycat built in Unity engine in about 12 months; lists concrete costs: $99 Apple developer fee and a few-thousand-dollar Unity license, a $0.99 storefront price, revenue spikes at launch and when the app goes free, use of rev-share for sound, and outcome: modest livable income, new job at a UX studio and a Monument Valley prototype.

AI-written summary · about

  1. 0:00Introduction
  2. 1:45Traditional game development
  3. 3:12Publisher role and resources
  4. 5:46Alice Madness Returns
  5. 11:09Promoting a game
  6. 12:25Indie game development
  7. 14:41Wearing many hats
  8. 17:37Indie development costs
  9. 20:48Marketing and monetization
  10. 23:41Revenue and career impact
  11. 25:23Comparing the two models
  12. 28:33Game development alternatives
  13. 31:24Key takeaways for developers
  14. 33:53Monument Valley project
  15. 35:47Q&A session
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