Like a lot of new start-ups, I’ve been seeking advice from a variety of sources. And, being both the Managing and the Creative Director, that means looking after the business as much as what it produces. Honestly, it can be easy to focus solely on the creative side, especially if, like me, you started this whole endeavour because you had been carrying a game around in your head for too long.
One of the most valuable sources of inspiration has been Jamey Stegmaier’s blog on the Stonemaier Games website. The Kickstarter Lessons are a must read for anyone in a similar position – or those just curious to see how much work goes into launching a new gaming product. I can’t emphasise enough how much good planning and taking your time pay dividends in the long run.
As it turns out, I’ve spent less than 20% of my time over the past week working on the game. Instead, I’ve been drafting contracts (something I’ve never had to do before), sorting out the company account, fleshing out the product road map, and writing contract briefs. I’m lucky in that I’ve had a lot of experience of the latter from my time in the video games industry, although it’s certainly different when it’s your own company.
Ultimately, the more of the ‘boring’ work you get squared off at the start, the less time you’ll need to spend on it in the future. And that’s a very good thing indeed; after all, there’s a game to make!