Update on what is happening with being a full time indie

So far being a full time indie has presented itself with very unique opportunities for me. Being a full time indie I have been able to have a very flexible schedule, as well as take on extra work to augment current income from my games. For example for the past 2 months I have worked with a company that needed a Silver Light application to be developed for Windows Phone 7, this opportunity would not have presented itself if I was not doing my full time indie gig. I’ve also managed to get into 2 game conferences this summer without paying for a badge. First one is Casual Connect, which I simply helped out with stuffing conference bags for a whole day in exchange for a conference badge which is valued around $550. The second one is GameFest in Seattle where I am actually speaking about the ad based game development for WP7.

So far my latest game Armored Drive has been successful with it sitting at the top 7 downloaded free app across all apps on the WP7 marketplace. However this giant success has brought about a new kind of headache, server issues :) I have underestimated server load that my noobish queries were doing stemming from bad database design which did leaderboards, messaging, daily bonuses, and analytics. I was forced to ramp down these services until I fix the queries. Well, I’m still working on redesigning the database but I decided to beef up the server in order to prevent more disruption to my game services.

Currently, I am working on my latest game for WP7. Which has been slow to start, but is currently picking up steam, with me totting it around trying to get user feedback on the game design and UI. Hopefully I can get this game out before Fall and if I actually take that long to do it is because I decided to make the game super kick ass and surpass my current bread winner, Armored Drive.

Posted in Armored Drive, Game Design, WP7 | 3 Comments

Service disruption with blog and leaderboards

As some of you have noticed the site has not been very stable the past few weeks, this has been attributed to increased number of users visiting my blog and using my leaderboard services. I am currently in the planning phase of migrating my services to a new server, and will start the move sometime later this week. This will disrupt services to www.occasionalgamer.com blog, leaderboards, and the reporting page I use to display stats. Hopefully the migration will run smooth, as the move to the new fully dedicated server will allow me to be more creative in expanding the services I offer with my games and site.

Thank you for playing my games, and visiting my site. This inconvenience will hopefully only last a short time.

Posted in General | 2 Comments

Armored Drive Post Mortem

Armored Drive is my most successful game to date. In terms of ranking (currently top #4 on free games list on WP7), customer acquisition (around 2-4k new users a day), and player retention (10x more players per day than Impossible Shoota). I can attribute this success to a host of things that came together.

  1. Nostalgia – Since the game has been inspired by the original Spy Hunter, most people were able to grasp the concept fairly quickly.
  2. Icon Design – I made sure the icon design on the game was catchy and conveyed what the game was about. The icon determines if people will play the game, and it seems like I did a good job on it
  3. Player Progression – Players are infinitely more motivated when they have a goal. I provided short term goals of finish the level and killing anything on the road and long term goals with the buyable player upgrades
  4. Good Reviews – Player won’t play the game if they cannot find the game, and thankfully plenty of review sites picked up the game and gave it publicity
  5. Established Reputation – It also helps me that I have 11 other quality games on the marketplace. I can’t stress enough that having a good reputation with the players will only benefit you and your download numbers.
  6. Listening to player feedback – The players have the ability to directly send me messages in the game to give their feedback on the game. Without this very important feedback I would not be able to identify problems with the game, and important feature requests

However there are also some things that went against me, and that would be the marketplace rankings being stuck for 2 weeks. This really worked against me because after  2 days my download numbers dropped because I dropped out of the new list and never got updated on the top download list. So lesson learned, check if the marketplace is not broken before launching your game :) Anyways, the game currently is doing very well and have smashed all my download and revenue records from previous games. How long this will last is up to the players, and my ability to provide timely updates. To close this post I would love to share my download numbers

Armored Drive Numbers:

Posted in Armored Drive | 10 Comments

Going Full Time Indie Part 2

I would write a narrative but my notes and thoughts fit better into a numbered list. In general it is a very positive experience with lots of learning, which is definitely a good thing.

  1. I am more relaxed, I can fit my work schedule into my life schedule and not the other way around. I can spend more time doing other hobbies like gardening, watching shows I needed to watch and riding my motorcycle
  2. I save so much money on gas, because I don’t have to use it!
  3. I save money from eating out because I am home, and actually have time to properly cook a meal
  4. I have to do self imposed weekends so I don’t burn myself out. I think this is really important since work can pretty much be 7 days a week
  5. I have gained the ability to work on other non gaming related projects while doing my gaming related projects. This gives me a bigger safety net since income from ads always fluctuate.
  6. Quality will always trump quantity when it comes to games. I’ve been struggling to find a right balance between producing games on time and making sure they are as fun as they can be. My most successful games are the ones that I pushed hard to get the quality bar high
  7. I spend more time communicating with players, journalists and other developers. Building this reputation and community around what I make make is very important in keeping me happy with what I do. I want people to enjoy what I make, so I listen to what people have to say and make action items on things that matter.
  8. It’s not that scary do be self employed. The same work habits apply to people who work at home and at the office. You definitely need more discipline, and more business knowledge but other than that, it’s pretty much the same. Don’t let fear of the unknown scare you.
  9. I can devote more time to keeping my body healthy. I can take afternoon naps without anyone thinking I am a slacker, I can go out for a run anytime it’s sunny out. Keeping healthy is very important
  10. There are 1000x more distractions at home, that is why discipline is important. I set milestones and goals everyday to make sure I keep myself productive. It’s not that hard to do and is very important
Posted in Game Design, General | 6 Comments

Spending resources on things you are the weakest at

As an independent game developer you try to be on the cheap with many things. That is why we end up wearing multiple game development hats. Being a visual artist, code monkey, sound engineer, design prodigy, testing king and marketing guru. But what I learned by being a indie is that I won’t be the perfect guy that can do all of these. That is why it is important to figure out what you are weakest at and get help, either by partnering with another person who has the skill, or contracting it out entirely. The biggest damage you can do is to lie to yourself that you are great at this one thing, and end up with a half baked game because you were too cheap or filled with pride to admit it.

So I’d like to share in a list what my skills are, what my proficiency is, and how I overcame that proficiency. Maybe by sharing this I can help you figure out what weakness you might have that you were unable to identify.

  1. Programming – This is my bread and butter. I started in high school then went to Full Sail for Game Design and Development. For me this is a very important skill to learn as an indie because you tend to use this knowledge to tie together all the various aspects of game development together with knowledge gained from programming.
  2. Art – I’ve always had a knack for art when I was little, but I never considered myself as a really great artist. I could never fully translate reality into what would be beautiful art, but I have been able to find myself good at making art for games because I can imagine mixing the code with art. I understand enough that if some images don’t need to be as pretty if they are only seen in fractions of seconds moving at a high velocity.
  3. Design – This is the most misunderstood part of game development. Everybody thinks they can design a game because they play a lot of games. This is far from the case, as there is actually science involved in deciding risk-reward in games. There are complex math equations, gigantic tables, tons of usability studies, testing, the list goes on. If a reward-risk system is not properly tuned then your game will not be as fun. I enjoy doing game design, but I have also asked many other designers for their help in figuring out what will make the game more fun.
  4. Sound – This is my weakest skill, and I knew it since I was a kid. Tried to take up piano, voice, and guitar lessons to failure. But that is okay, since I can easily contract someone or partner with another person to deliver me sounds that I need for my game. The biggest contribution I do is picking the right music and sounds that will go in the game. The creation part, I leave to the experts
  5. Testing – This was my career before I became a indie. I have always been a Software Developer Engineer in Test, so basically a programmer who tests more than he programs. This usually means I do automation, and manual testing. This has strengthened my programming skills as I know how to think as a tester, and find bugs before someone else does. Do not underestimate testing as this ultimately makes for a enjoyable game, and like programming this ties together into other disciplines as well.
  6. Marketing – Another misunderstood part of game development. Most people tend to think that if you make an awesome game people will find it. Well, of course that is wrong in the real world. Especially these days where hundreds if not thousands of games are released and updated that all compete to grab a gamer’s very limited attention. You have to make as much noise as possible about the game you are making. I do this by becoming active in social networks,  writing press releases, posting videos online, buying ads, etc … I do by myself because I know the product at heart, and I have made the effort to figure out how to effectively tell people how awesome my games are and that they should try it. It’s not perfect by a long shot but I won’t be where I am right now without all the effort I placed into marketing

To wrap things up, be true to yourself and figure out what skills you lack. If you can improve on them till they become a net positive to your game then go for it, but if you completely and utterly don’t have the skill to do it, get someone who can. Thanks for reading!

Posted in Game Design, General | 12 Comments

Updating vs Sequels in a Ad Supported Game

The weird thing about Ad Supported games is that it makes sequels less enticing and may actually hurt your game more than it helps it. The reason I say this is that each game you make is more like a sustained service similar to MMO’s like World of Warcraft. The more people play it over and over again the more money you make.

Take into consideration that if I made a sequel to Impossible Shoota, called Impossible Shoota 2. Not only will I be competing for ad views from the old game, but now I have to make Impossible Shoota 2 climb up the download charts and wait a few weeks before it starts generating revenue. On top of that I have to let old and new users know that there is this new app that is better than what they currently have. And when the game does pick up it will probably cannibalize the players from the game before it as they will probably prefer the newer one.

If I made an update to Impossible Shoota instead then I have a few things going for me. First of all, it is already a established brand and is floating somewhere in the top 50 games. I have a installed user base of around 100k units which get automatically notified that there is a application update. Doing a major update especially if you made changes based on user feedback tends to make the installed user base more active and ready to play the game (play sessions always increase right after updates for my games). Also the fact that you get to a version number higher than 1.0 means to any user that the game they will be playing is more mature and more likely to provide them with fun, atleast I know I am susceptible to that. It also connects with players more because they feel like they have grown with the game especially if they were the first ones to download the game. Think about how attached players are to WoW because they started with Day 0 characters and watched them grow into what they are now.

Although this argument is not perfect there is a big chance that your players will not like the changes you make. Also defects in the game will be seen by more eyes and affect more people on a game update versus paid ones. New games get onto the “New” list and get a big download boost while in that list. Reviewers tend to only review new games and not updates to games, unless you really know the reviewer and your update is big enough. You usually don’t send press releases for updates.

In closing, if your game is very popular then updating the game might be better, but if your game is floundering then making a sequel might work better. However I think making a new game that can reach new audiences is the better solution as it will increase your player following :)

Posted in Game Design | 4 Comments

Impossible Shoota for Windows

I wanted to try something new, but not really new. Impossible Shoota for Windows Phone 7 is now available for Windows. It’s not ad supported like my games on WP7, but it does link back to my site and twitter account. Something like free marketing. Anyways there are some difference in this version and the one in WP7. But for a free game I don’t think people should complain too much, plus if this gains traction expect to see more feature parity. Without further adieu here is Impossible Shoota for Windows

Download

 

Posted in Impossible Shoota, Indie Games | Leave a comment

Techniques I use for Developing Ad Based WP7 Games

The general rule to making successful Ad Based WP7 Games is to make them really addicting and give the player a reason to come back and play your game. You will start making money when you have reached a good balance between the number of users and how sticky your game is. This might take a few days to a few months to achieve, but if you have a solid and highly addicting game then you have a winner.

  1. Update often, and update with exciting new features! The good thing about WP7 is that a software update increments the Marketplace Live Tile, treat this like a advertisement. Actually treat your updates like advertisements, it showcases why the user should come back and play your game again. Although be careful if you are just updating your game too often as it might actually annoy the player especially if you don’t communicate what you changed
  2. Use Twitter (follow me @mechaghost). I connect with so many developers and players using twitter. But I also get a pulse on the community, learning what works and what does not work. Being in the WP7 marketplace is like driving 60mph where you can only see 10 feet ahead of you, so the more information you know about the community means you can see farther ahead of you. Don’t be left behind by being the person who did not know
  3. Read all the reviews and not just the one from your home region. I use this awesome app on WP7 called AppTracker . This lets me read reviews from all over the world on my device, it can also translate for you if they wrote in their native language that you do not understand. Reading reviews will give you a good idea what people want from your game, don’t underestimate this. Also the more responsive you are to your users the more likely they will remember you and spread your name by word of mouth.
  4. Advertise! This is something I started doing a few days ago, but it has already impacted my games in a meaningful way. Advertising on different WP7 sites gives their readers a better opportunity to try out your game. Anyone who has something to sell will always tell you that you won’t have business unless you advertise
  5. Spend your money on the right things. Many developers are allergic to spending money to make their game successful. Spend the money to acquire the correct artwork, sounds, and other software. There are many games out there that have awesome gameplay but looks like crap. Guess what? Players like seeing nice things before they try it, don’t kill your awesome product by not spending the money to make it the best it can be.
  6. I tend to gravitate towards games that can be played over and over again because they tend to be very sticky with people. Especially non hardcore games like word games, puzzles, etc … I’m not saying that other games are not as effective, but more people are likely to play something that is already familiar and not intimidating with them. Also upkeep is cheaper when you don’t have to crank out levels on a regular interval to keep your players playing your game. But this puts all the burden on your game mechanics, so be sure to have a solid game mechanic
  7. I program the way that benefits me the best. I’m not the biggest fan of strict coding guidelines especially if it gets in the way of making a good game. I’m also not that into super generic coding where it can be whatever you want, unless its the most basic of utility libraries. In my experience having something super generic has been a pain in the ass to maintain and leads to code bloat. Also remember in game programming we are not coding towards any industry standard save for a few things. Each game has wildly different needs as well, so don’t get lost in getting too crazy with code reuse. Do what is needed for your game, do it good, and don’t waste your time. There is a caveat to this though, I tend to have tons of duplicated code across different game projects, but that works for me, it probably wont work as well in a multi person project.
  8. Share what you learn to the community! I have shared many of my statistics and techniques. This has given me more “street cred” which is important among us developers. Also this has lead me to more and more opportunities. Don’t be afraid to tell the world what you are doing, most people are interested in what you are doing wrong and right.
  9. When I am finished with a game. I take the time to step back, take a break for about a day or two, then look at the game again. This gives me enough time to pull my head out of the mud and see what the game is as a whole. Is it polished enough, did I test it enough, what more can be done, etc … You are not very subjective about something you have worked on for a long time, especially when you are tired. The quality of my games have improved so much because I always took the time to take a break.
  10. Last but not least, believe in your abilities as a game developer. It’s not healthy second guessing your ability as a developer, especially when you see award winning games made by this one person when they were in college. Yay great for them, but that does not mean you are any less than they are. I’ve never won a game award for anything that I have made yet I am very proud and happy with my work and that is more than enough for me. I think about believing in myself as the root of my game development, if I make it flourish then I will be able to get more nutrients from the ground as well as keeping the rest of the plant stable.

This post is really is not about the techniques you need to master in order to be the best game developer, but rather a mind set. Remember the game community is a fast moving body of water that can devour you unless you rise up to the challenge and ride it like a surfer would.

Cheers!

 

Posted in Game Design | 3 Comments

Going Full Time Indie Part 1

I’d like to start chronicling my experiences as I start doing my Full Time Indie Gig. I started going full time April 1st, 2011 after working for XNA Developer Education for a good 9 months before wrapping up all the contract work there. Before that I have worked in and out of the game industry as an employee. This is the first time I have gone solo on my own on which I will own every success and mistake that I make. Anyways, the format of these posts will be brain dumps of numbered lists, as I am not very fond of spinning the facts into a wonderful narrative. Maybe some day in the future, I will but for now this will do.

What I learned so far:

  1. Health care is hard to figure out, especially since the IGDA healthcare cannot include people in Washington State. Let me say it now, the way we handle health care in America is broken for anyone who is not under some employer plan. You get really bad coverage for an arm and a leg. To compound to that there are tons of confusing plans that really does not make sense to me. Plus I have to deal with Dental and Vision which are separate issues on their own
  2. Taxes are a bit more complicated and you will always get confusing and conflicting information online. I will have to consult with a CPA sometime when the tax season is over so I do not screw myself over
  3. Everything is now a potential deduction. Right now I try to save as many receipts as I can so come tax day next year I do not have to pay more taxes than I really need to.
  4. It’s awesome working from home because I can wake up anytime I want and work till whatever time I want. Good thing is that I am very passionate about what I do so I do not have to drag myself to do programming/art for my games. Remember this will only work if you are passionate for what you do :)
  5. I thought I would have a bit more free time to do whatever I please, but I am just as busy as an employee or doing what I do now. The biggest difference is flexibility,heck the workload is probably bigger because I have to rely on myself for pretty much everything.

Right now I am taking everything slow, as I am a 1 man developer shop. Once things pick up and I have a decent amount of cashflow, I might be able to hire some help around here so I can be more productive.

 

Posted in Indie Games | 10 Comments

Impressions and Revenue

A lot of people have asked me what the typical cycle is with ad revenue and there is fear that their earnings are just a temporary spike in ad revenue and that it might dry up pretty fast. I used to have the same fear, but lately I have been looking at data more to alleviate these fears, as most people would know, the fear of the unknown is big.

So most people don’t have months worth of data yet to prove the viability of Ad revenue based monetization in WP7. Fortunately I have 3 months worth of data I can share with you all so you can have a pattern to look at. Although let me say it here that there are thousands of variables as to why revenue and impressions go up and down. It can be the time of the week, the day of the week, the ads that are currently being served, your game popularity, the tidal wave height, what tie you wore this morning, and many many more. Many of the questions I have received have also been in the short term look at revenue, like “yesterday I made this much now I am half at that rate what is going on?” Let me tell you this and stop making yourself worry so much by looking at the small time frames. The wider your time frames the more stabilized and sensible the data would look like. For example.

Let’s say for the 2nd week until the end of February, I was pretty much down in revenue for 2 weeks without much explanation (my games were being downloaded, good reviews). But once March rolled in I started averaging higher, and I broke the highest earning in a day there. However currently there is a problem with AD Center where everyone’s ecpms are hovering around $1, this should get me panicked about my future, but I have decided to preoccupy myself with other things rather than looking at these numbers. Until Microsoft has dealt with this anomaly I am trying my best to ignore it :)

Another thing good to look at would be impressions, as this can tell the health of the ads on your game. Also impressions tend to be more deterministic as shown in the graph here. Impressions are highest on the weekends and lowest during the middle of the week. Meaning there are more people playing during the weekend than the week.  I also tend to look into impressions to figure out why my revenue was lower, if the impressions were steady then I can just blame it on some company not want to advertise that day or something :p

Anyways here is what I have taken away with the 3 months I have been earning ad based money

  1. Don’t look at the short term as that will drive you bat shit crazy. Look at the bigger picture to save your sanity
  2. Revenue will always fluctuate up and down and most of the time it won’t be in your control.
  3. Impressions are a much better way of gauging how your app is doing with ads because it is a much more stable graph
  4. Before going full time dependent on the money from the Ad revenue make sure you have a cash buffer because you never know how long ad center might be broken or your might hit a bad advertising month.

I hope this gives some insight to other people there who want to know more about the long term viability of ad based revenue.

Posted in General | 17 Comments