Newsflash

2012 Schedule
International Digital Entertainment Agency representatives will be at the following events in 2012:

January 2012
Sweden (Stockholm and Gotland)

February 2012

D.I.C.E. Summit
Las Vegas (USA)

Cromafest
Mexico City (Mexico)

March 2012
GDC
San Francisco (USA)

May 2012
GameIS
Tel Aviv (Israel)

August 2012
GDC Europe
Koln (Germany)

November 2012
AnimfxNZ
Wellington (New Zealand)

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Self-Publishing Services

With more than 350 titles in development for online console distribution, and thousands more for PCs and mobile devices, more developers than ever before are confronted with the issues of self-publishing for the first time. The International Digital Entertainment Agency offers consultation and guidance that aids independent developers in managing their own sales, marketing and PR efforts. The agency's experience launching titles on more than 15 platforms will help you succeed as a self-publisher.


From Independent Developer to Independent Publisher What YOU are going to be Responsible for as a selfpublisher Why You Should Listen • More than 13 years of business development, marketing and strategic communications experience • Former head of international product PR for Sony Online Entertainment • Was third-party PR for Ubisoft • Launched more the 400 titles The Market • Global games market is $55-57 Billion by 2012 • Currently more than 1,850 game development studios worldwide • More than 350 titles in development for XBLA, PSN and WiiWare combined • Hundreds more PC-only casual games in the works The Opportunity • Independent developers can take smaller risks on original IP on console platforms, or PC • Self-funding means publisher share is smaller or nil • The hardcore gamer is becoming less important as the mainstream market for interactive entertainment grows • The game must make the connection with the player faster than ever before • More competition = higher standards Independent Developer View • Traditional model is work-for-hire – 23 projects, then Original IP • Publisher consolidation and lower appetites for risk on $10M+ games (estimated less than 15 games made for over $12M using external studios in 2007) • Self-publishing makes it possible to try out original IP on a smaller scale with less risk, and faster If you do it with a Publisher Due Diligence • Talk to other developers and get the reputation of a publisher’s marketing, biz dev, and production staff • Don’t believe the first person you speak to until you hear it echoed – multiple opinions, and from “facts” • Identify strengths and weaknesses • Write into the contract where you will perform the activities that they are weakest at (Marketing, PR, Biz Dev, or a named external producer) Do • Hold the publisher to milestones as well • Get publicity written into the contract (you are the developer of the game) • Require a marketing and PR plan in the contract – ask for performance concessions • Meet the people promoting your product – if they know and like you, they will work harder for you Don’t • Assume anything is happening unless you ask or hear from the publisher • Ignore requests – media outreach and marketing need to begin far before a product is finished • Think it isn’t your responsibility to promote your product If you do it yourself Self-Publishing (Console) • Code Management • Marketing (Website, Ads, Box Art, Sell Sheets, Videos, Viral Activities, Fansites) • PR Activities (News, Interviews, Tours, Previews and Reviews) • Biz Dev (Partnerships, In-Game Ads, Micro-transactions, Co-Marketing Deals) • Finance (Chasing Down Your Money, Making Sure You have all of Your The Process (Console) • Find out what is on the platform or planned for the platform you are choosing • Make sure you can sell enough copies to cover development under: – Developer/Publisher Splits • 30/70 (bad) • 50/50 (ok) • 70/30 (excellent) • Contact representative at platform at the design doc stage • Get concept approval and platform certification The Process (Console) • Dev kits are not free – be prepared to pay for them • Read the requirements documentation • Begin developing your game • Plan out and execute the marketing and PR schedule (usually six months) • Keep in contact with your platform representative through launch • Note: I can see your game on PartnerNet – you have to opt out Business Development • Identify brands that might work in your game – Examples – NASA for a space game, BP and BMW for a driving game • Find companies that will give you access to their audience in exchange for access to yours • Work directly with targets, or hire a biz dev agency • For in-game ads, many brands are already exclusive with DoubleFusion, Massive, and IGA Worldwide – you can work through them • To source celebrities (minor celebrities) – try IMDB PRO or WhoRepresents.com and contact their manager • Look to governments for any possible grants or tax incentives Marketing • Create your cover art for the “box” • Identify a key image and “build a screenshot” – the most exciting situation you can imagine and experience within the game • Create banner Ads for use on platform specific sites • Develop creative ideas that extend beyond the game – contests, teaser websites, physical giveaways Marketing • Make sure anything you put out looks awesome – you CAN control the pictures • Build a website and community portal • Develop a fansite kit with art, information, and make yourself available for interviews with the fansites (include them in the process) • Promote co-marketing opportunities PR • Plan to make yourself available for meetings with the media (relationships DO effect coverage) • Plan a minimum of three press releases (get platform approval for releases) – Announce the game (Month 1) – Gone gold (Month 5) – Now shipping (Month 6) • Plan for a minimum of two videos – Teaser (Month 1 or 2) – Full trailer (Month 5.5) PR • Asset blasts give you more opportunities to promote your game – Screenshots – Interviews/Q&As – Story and world elements • Coordinate Previews and Reviews (research on GameRankings, and find recent reviews of titles from your platform to identify media targets – Platform-specific media – General Games Media Finance • The platforms will pay you and give you a report • For PC, it’s case by case as to whether to audit – Make sure there are audit terms in the contract where costs are shared if you want to mitigate risk • It can take up to 90 days to get paid – watch your cash float. Self-publishing is a lot of work, so consider your options, time, and ability to commit to a full campaign Questions
 
International Digital Entertainment Agency