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Episode Name:
The Funding Gap No One Is Talking About
Episode Description:
Every developer knows funding gaps exist, but most don’t realize they can start at the prototype stage, shaping how you approach development, publishing, and the path to shipping your game.
So today, we examine how prototype funding works, what it takes to make early stage projects fundable, and how getting this stage right can jumpstart momentum for both your game and your studio.
Q?Box Round Answers
What was your childhood favorite game?
The Legend of Zelda: Ocarina of Time (technically college age game, but there is a key story around it that factors into me now working in games)
What advice would you give to someone else that’s just starting out?
Just like a great writer reads many books, a game developer should continue to sample as many games as they can and don’t lose their love for enjoying the act of play. It may feel like you are not working, but you are learning from every game you play. If you are starting out in school, an internship, or collaborating with friends, remember that you are building your reputation every day, so show up and prove you are reliable and can work well as part of a team. I think everyone should read the following books, A Playful Production Process, by Richard Lemarchand and Game Design Workshop, by Tracy Fullerton. I also highly recommend dev teams check out the website publisherspathfinder.com, created by Akupara Games’ COO, Alyssa Kolgaard. It has a comprehensive list of funding and publisher teams, plus resources all indie devs should be referencing for outreach and it’s increibly 100% free.
What game are you playing now?
A lot of demos, including Whisk (which we backed at Indie Fund), Worming From Home, Five Heads, and Grindset TV. For new games it’s been Below the Crown and for family game night it’s been Cards Against Humanity (Family Edition), and for big studio games I’m about to jump back into Diablo IV, and I’m still unlocking some last brawlers for my son in Brawl Stars
TIPS and ADVICE
We covered quite a bit today. Could you list 3 suggestions or tips you would recommend to indie devs based on our discussion?
- Build toward your experience goal – what you want your players to feel. That’s the human experience, we all want to feel something and have an impact on others. I tell my students that when you see a player gasp, laugh, smile, wince, or bug their eyes out while playing something, that’s a little magical impact you are having on them. Make a bold choice for what you want your players to feel and dedicate your design around that and don’t worry about chasing the hottest genre of the month. Safe is boring, go capture someone’s imagination.
- Playtest early and often – whether it’s friends, family, strangers or fellow devs at meetups, game jams, etc. And be generous as a playtester for others in the industry as well. And remember, you are not shipped in the box or as a readme. Let someone play and only step in if they really want your help, otherwise you taint the valuable raw play feedback coming your way
- Always be practicing and testing your game pitches – whether it’s your 30 second elevator pitch, an in person demo, or formal presentation – know what makes your game special inside and out. If you’re asked about your game and you appear to be searching for words, how can you get someone else excited about what you’re making?
RESOURCES and LINKS
How to get in touch with Jared Yeager
Website:
https://www.oncade.xyz/platform
https://indie-fund.com/
Twitter: @jaredtyeager
LinkedIn: https://www.linkedin.com/in/jaredyeager/
Facebook: https://www.facebook.com/jared.yeager.10/
Instagram: @jaredtyeager
E-mail:
jared@oncade.xyz
yeager.jared@gmail.com
OTHER SOURCES:
https://publisherpathfinder.com/
https://www.amazon.com/Playful-Production-Process-Designers-Everyone/dp/0262045516
https://www.amazon.com/s?k=Tracy+fullerton&i=stripbooks&crid=1DXNQ7A2I33A0&sprefix=tracy+fullerton%2Cstripbooks%2C185&ref=nb_sb_noss
