Indie Pitch Workshop - A nice chat with the Grumpy Old Men
Wolfgang Walk & Michael Hengst - Grumpy Old Men
- What does an indie studio need to have these days to be successful in the very competitive games market?
Wolfgang Walk: "A great, original concept, knowing who the players of such games are, as well as the knowledge and means to make these games visible to their target group.”
Michael Hengst: "And that concerns all points: They should know what they are doing! They should have plans:
A production plan -- When will what part be finished? Or: How long does the development take in total?
A financial plan (incl. cash flow planning, investments, cost overview) -- What does the development cost? What funding opportunities are there?
A Marketing plan -- at least considered approaches. It is *not* enough to say that you will announce it on social media!
A HR planning -- who is responsible for what?
A Plan B -- what happens if nothing happens as supposed?”
- Which mistakes can be avoided already with the publication of the first game?
Wolfgang Walk: "Think that a) a good game is enough, b) the market is waiting for you and c) there are no people out there who can advise you well."
Michael Hengst: "It's not bad if the team can't or doesn't know something -- but how can this gap be filled? And it also depends on whether the team allows consulting at all.
In short: teams overestimate themselves and the product and underestimate the effort.
- What general tips can you give for a successful pitch, what should the Indies pay attention to in their presentation?
Wolfgang Walk: "You have 3, maximum 5 minutes to make clear to business contacts how your game works, how it feels, and why it's awesome. Everything else is already details and can be explained afterward."
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