Triple-A, Indie, and why you shouldn't care
summary
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.
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chapters (15)
- 0:00Introduction
- 1:45Traditional game development
- 3:12Publisher role and resources
- 5:46Alice Madness Returns
- 11:09Promoting a game
- 12:25Indie game development
- 14:41Wearing many hats
- 17:37Indie development costs
- 20:48Marketing and monetization
- 23:41Revenue and career impact
- 25:23Comparing the two models
- 28:33Game development alternatives
- 31:24Key takeaways for developers
- 33:53Monument Valley project
- 35:47Q&A session
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