1 00:00:00,000 --> 00:00:00,070 2 00:00:00,070 --> 00:00:02,500 The following content is provided under a Creative 3 00:00:02,500 --> 00:00:04,019 Commons license. 4 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 5 00:00:06,360 --> 00:00:10,730 continue to offer high quality educational resources for free. 6 00:00:10,730 --> 00:00:13,330 To make a donation or view additional materials 7 00:00:13,330 --> 00:00:17,215 from hundreds of MIT courses, visit MIT OpenCourseWare 8 00:00:17,215 --> 00:00:17,840 at ocw.mit.edu. 9 00:00:17,840 --> 00:00:21,250 10 00:00:21,250 --> 00:00:24,366 PROFESSOR: All right, so today is the last of our guest 11 00:00:24,366 --> 00:00:27,136 lectures before we go into, what else? 12 00:00:27,136 --> 00:00:27,636 Sorry. 13 00:00:27,636 --> 00:00:29,100 Not the last day. 14 00:00:29,100 --> 00:00:31,052 This is Monday, right? 15 00:00:31,052 --> 00:00:32,028 AUDIENCE: It's Monday. 16 00:00:32,028 --> 00:00:33,778 PROFESSOR: I'm already feeling the crunch. 17 00:00:33,778 --> 00:00:36,420 So we've got-- this is the last week of guest lectures. 18 00:00:36,420 --> 00:00:39,836 Today, we've got Michael Carrier and Jenna 19 00:00:39,836 --> 00:00:44,270 Hostein talking to us about the business of Indie development. 20 00:00:44,270 --> 00:00:47,080 They are representatives from PD Game Collective. 21 00:00:47,080 --> 00:00:50,940 That happens-- they are a group of people who make games 22 00:00:50,940 --> 00:00:54,008 together over in Intrepid Labs? 23 00:00:54,008 --> 00:00:55,984 And that's over which [INAUDIBLE] building? 24 00:00:55,984 --> 00:00:58,460 AUDIENCE: The American Fine Building. 25 00:00:58,460 --> 00:00:58,725 PROFESSOR: The American Fine Building. 26 00:00:58,725 --> 00:00:59,933 They'll talk more about that. 27 00:00:59,933 --> 00:01:02,487 They often have open lunch days and things 28 00:01:02,487 --> 00:01:03,813 like that for students to come. 29 00:01:03,813 --> 00:01:06,150 So I'm sure they'll talk a little bit about that as well. 30 00:01:06,150 --> 00:01:08,316 They will also be available after the guest lecture. 31 00:01:08,316 --> 00:01:09,960 If you want them to play your game 32 00:01:09,960 --> 00:01:11,655 and get some feedback on your game 33 00:01:11,655 --> 00:01:13,800 if your game is ready to get more feedback, 34 00:01:13,800 --> 00:01:15,590 they can do that. 35 00:01:15,590 --> 00:01:17,542 It's again entirely optional. 36 00:01:17,542 --> 00:01:19,236 If you have a build-- hopefully you 37 00:01:19,236 --> 00:01:21,436 do-- I'll allow you to play briefly and get 38 00:01:21,436 --> 00:01:22,915 some feedback from them. 39 00:01:22,915 --> 00:01:23,901 That's it. 40 00:01:23,901 --> 00:01:26,220 So I'm going to hand the stage over to them. 41 00:01:26,220 --> 00:01:29,070 42 00:01:29,070 --> 00:01:30,681 JENNA HOSTEIN: Is my audio working? 43 00:01:30,681 --> 00:01:31,180 We're good? 44 00:01:31,180 --> 00:01:32,090 All right. 45 00:01:32,090 --> 00:01:32,590 Hello. 46 00:01:32,590 --> 00:01:33,631 My name is Jenna Hostein. 47 00:01:33,631 --> 00:01:35,564 I'm the founder of Little World Interactive, 48 00:01:35,564 --> 00:01:37,980 and I'm a part of the Indie Game Collective, as Rick said. 49 00:01:37,980 --> 00:01:40,990 We're about six or seven blocks north, 50 00:01:40,990 --> 00:01:44,100 so we'd love to see you guys either in the evenings, 51 00:01:44,100 --> 00:01:47,080 or we do Friday lunch get-togethers. 52 00:01:47,080 --> 00:01:48,630 Michael can fill you in on that. 53 00:01:48,630 --> 00:01:51,004 He is more familiar with the details than I am. 54 00:01:51,004 --> 00:01:52,420 But I am here to talk to you today 55 00:01:52,420 --> 00:01:55,006 about the business of Indie development. 56 00:01:55,006 --> 00:01:56,380 If you're an Indie developer, you 57 00:01:56,380 --> 00:01:58,270 can't get away from business. 58 00:01:58,270 --> 00:02:01,810 When I first started, I-- I am a designer by trade 59 00:02:01,810 --> 00:02:07,400 and a developer by necessity, and a business person dragged 60 00:02:07,400 --> 00:02:08,699 kicking and screaming into it. 61 00:02:08,699 --> 00:02:10,532 It was really something I was interested in. 62 00:02:10,532 --> 00:02:13,370 It remains something that I'm not super passionate about, 63 00:02:13,370 --> 00:02:16,345 but it's absolutely crucial to have any level of success. 64 00:02:16,345 --> 00:02:18,470 So I'm going to talk to you a little bit about what 65 00:02:18,470 --> 00:02:20,560 the past couple years have been like. 66 00:02:20,560 --> 00:02:23,420 So first, let's talk about the realities of time 67 00:02:23,420 --> 00:02:25,710 as an Indie developer. 68 00:02:25,710 --> 00:02:28,060 When I worked at a larger studio, 69 00:02:28,060 --> 00:02:31,100 I used to daydream about what it would be like to work 70 00:02:31,100 --> 00:02:32,280 as an Indie developer. 71 00:02:32,280 --> 00:02:34,970 In those dreams, it was me by myself 72 00:02:34,970 --> 00:02:38,170 sitting at my desk just working, and that, to me, 73 00:02:38,170 --> 00:02:41,760 was like this beautiful, glorious manna from heaven. 74 00:02:41,760 --> 00:02:44,090 I just wanted to sit and work on my game. 75 00:02:44,090 --> 00:02:47,160 So this was, naively, my expectation 76 00:02:47,160 --> 00:02:48,740 going into Indie game development-- 77 00:02:48,740 --> 00:02:51,090 that this was going to my life. 78 00:02:51,090 --> 00:02:53,500 I actually found out, that was not the truth. 79 00:02:53,500 --> 00:02:58,860 So there are events all of the time in the game world. 80 00:02:58,860 --> 00:03:03,450 There's PAX east, PAX south, PAX prime, PAX Australia. 81 00:03:03,450 --> 00:03:06,810 GEC, Indie K, Games for Change. 82 00:03:06,810 --> 00:03:09,462 I could probably list five or ten more events 83 00:03:09,462 --> 00:03:10,420 off the top of my head. 84 00:03:10,420 --> 00:03:13,130 It's absolutely crucial that you attend these 85 00:03:13,130 --> 00:03:15,620 both as an attendee just to network 86 00:03:15,620 --> 00:03:17,400 and to exhibit your game. 87 00:03:17,400 --> 00:03:18,880 For example, PAX prime this year, 88 00:03:18,880 --> 00:03:23,380 it took probably two, three, maybe even four weeks 89 00:03:23,380 --> 00:03:26,630 full time prepping for that, attending that, 90 00:03:26,630 --> 00:03:29,540 and then coming down from that and tying up 91 00:03:29,540 --> 00:03:30,910 all the loose ends. 92 00:03:30,910 --> 00:03:33,120 So do not underestimate the amount of time 93 00:03:33,120 --> 00:03:37,980 that it takes to actually attend a lot of these events. 94 00:03:37,980 --> 00:03:39,320 Marketing. 95 00:03:39,320 --> 00:03:42,220 Another thing that is really not my favorite, 96 00:03:42,220 --> 00:03:43,850 but I think a lot of Indie developers 97 00:03:43,850 --> 00:03:45,680 have a tendency to make their game 98 00:03:45,680 --> 00:03:47,840 their beautiful precious baby, and then 99 00:03:47,840 --> 00:03:50,310 they throw it over the fence and they say, 100 00:03:50,310 --> 00:03:52,380 am I a millionaire yet? 101 00:03:52,380 --> 00:03:53,890 And that's just not how it works. 102 00:03:53,890 --> 00:03:56,730 It's a constant ongoing effort to make people aware 103 00:03:56,730 --> 00:03:59,239 of your game, to make people care at all about your game. 104 00:03:59,239 --> 00:04:00,030 Because guess what? 105 00:04:00,030 --> 00:04:02,680 You're one of thousands and thousands 106 00:04:02,680 --> 00:04:05,920 of developers who are doing exactly the same thing. 107 00:04:05,920 --> 00:04:08,730 So this has to be a constant ongoing effort 108 00:04:08,730 --> 00:04:09,990 to rise above the noise. 109 00:04:09,990 --> 00:04:11,860 110 00:04:11,860 --> 00:04:13,360 Communication internal. 111 00:04:13,360 --> 00:04:17,399 So I discovered very quickly that I am terrible at art, 112 00:04:17,399 --> 00:04:21,220 I am terrible at sound, I am terrible at marketing. 113 00:04:21,220 --> 00:04:23,501 So I brought in other people to do these things. 114 00:04:23,501 --> 00:04:25,000 And when you work with other people, 115 00:04:25,000 --> 00:04:28,290 you have to talk to those other people, so that takes time. 116 00:04:28,290 --> 00:04:29,530 Communication external. 117 00:04:29,530 --> 00:04:32,500 There is a huge Indie game dev community, 118 00:04:32,500 --> 00:04:35,140 and if you're not taking advantage of those folks 119 00:04:35,140 --> 00:04:38,020 and really learning as much as you can from them, 120 00:04:38,020 --> 00:04:39,930 then you are doomed to fail. 121 00:04:39,930 --> 00:04:42,892 I saw somebody recently who has been at Indie 122 00:04:42,892 --> 00:04:44,480 for about a year and a half, and he 123 00:04:44,480 --> 00:04:51,150 was doing this-- where he was sitting in his house very, very 124 00:04:51,150 --> 00:04:54,490 insulated and he had created a game that 125 00:04:54,490 --> 00:04:57,610 didn't look wildly interesting and clearly had not gotten 126 00:04:57,610 --> 00:04:59,730 input from almost anybody. 127 00:04:59,730 --> 00:05:04,170 He was working on his own engine and it looked like something we 128 00:05:04,170 --> 00:05:07,070 could have built in Unity in probably a couple of weeks. 129 00:05:07,070 --> 00:05:10,140 So that, to me, was clearly a failure 130 00:05:10,140 --> 00:05:12,410 of just talking to other Indies and learning 131 00:05:12,410 --> 00:05:15,304 from them what they're doing and their successes 132 00:05:15,304 --> 00:05:16,095 and their failures. 133 00:05:16,095 --> 00:05:18,050 134 00:05:18,050 --> 00:05:19,970 QA and deployment. 135 00:05:19,970 --> 00:05:21,970 Learning how to do QA and learning how to deploy 136 00:05:21,970 --> 00:05:25,580 was another huge hurdle for me, and this just takes time. 137 00:05:25,580 --> 00:05:28,890 I have released very, very broken builds before, 138 00:05:28,890 --> 00:05:30,150 and you don't want to do that. 139 00:05:30,150 --> 00:05:32,337 So QA is a necessity. 140 00:05:32,337 --> 00:05:34,170 So this chart, to me, is really interesting, 141 00:05:34,170 --> 00:05:37,190 because if you look at how squashed that bottom bar has 142 00:05:37,190 --> 00:05:37,980 gotten. 143 00:05:37,980 --> 00:05:41,800 I spend less than half of my time actually making the game. 144 00:05:41,800 --> 00:05:44,100 And that's why I got into this in the first place-- 145 00:05:44,100 --> 00:05:46,540 I just wanted to make my own games. 146 00:05:46,540 --> 00:05:49,360 So this is the reality of the situation. 147 00:05:49,360 --> 00:05:50,590 This is not a bad thing. 148 00:05:50,590 --> 00:05:53,070 This is just how it has to be to have really 149 00:05:53,070 --> 00:05:55,370 any level of success. 150 00:05:55,370 --> 00:05:58,360 So when I first-- I developed The Counting Kingdom-- sorry, 151 00:05:58,360 --> 00:06:00,220 I totally forgot to introduce myself. 152 00:06:00,220 --> 00:06:01,715 I made an educational game for kids 153 00:06:01,715 --> 00:06:03,420 called the Counting Kingdom. 154 00:06:03,420 --> 00:06:06,479 Just released for iOS recently, also on Steam. 155 00:06:06,479 --> 00:06:09,020 When I first budgeted out how long I thought that would take, 156 00:06:09,020 --> 00:06:11,190 it was about six months. 157 00:06:11,190 --> 00:06:13,770 It ended up taking about a year. 158 00:06:13,770 --> 00:06:16,440 And if you take into consideration this chart, 159 00:06:16,440 --> 00:06:20,165 I was right on, because given I was only 160 00:06:20,165 --> 00:06:22,165 spending about half my time working on the game, 161 00:06:22,165 --> 00:06:24,740 it took twice as long as I thought it was going to make. 162 00:06:24,740 --> 00:06:27,410 So now, whenever I try to estimate how long something 163 00:06:27,410 --> 00:06:30,200 will take, I take my gut check and then I double it, 164 00:06:30,200 --> 00:06:32,267 and that's usually pretty accurate. 165 00:06:32,267 --> 00:06:33,346 OK. 166 00:06:33,346 --> 00:06:35,220 So let's talk about working with other folks. 167 00:06:35,220 --> 00:06:36,820 So I discovered very, very quickly, 168 00:06:36,820 --> 00:06:38,270 I'm not particularly good at art. 169 00:06:38,270 --> 00:06:40,270 I'm not particularly good at sound. 170 00:06:40,270 --> 00:06:41,860 So I needed to bring in other people 171 00:06:41,860 --> 00:06:44,990 to compensate in these areas that I was failing. 172 00:06:44,990 --> 00:06:49,880 So I work with six people very, very part time. 173 00:06:49,880 --> 00:06:53,490 Luigi does art, Will does PR, Sam does animation, 174 00:06:53,490 --> 00:06:55,080 Jonas does sound effects. 175 00:06:55,080 --> 00:06:58,030 Brendan does music and Emma does community management. 176 00:06:58,030 --> 00:07:01,510 And all of these people were not just random people. 177 00:07:01,510 --> 00:07:03,570 At no point did I put out something 178 00:07:03,570 --> 00:07:06,120 into the world saying, I'm looking for a community 179 00:07:06,120 --> 00:07:07,990 manager-- get in touch. 180 00:07:07,990 --> 00:07:09,410 I would never do that. 181 00:07:09,410 --> 00:07:12,170 That sounds like a lot of work and just a terrible way 182 00:07:12,170 --> 00:07:14,200 to actually find somebody. 183 00:07:14,200 --> 00:07:15,980 So both Luigi and Will are folks that I 184 00:07:15,980 --> 00:07:18,080 met through the local games community. 185 00:07:18,080 --> 00:07:20,530 Luigi did the art for Girls Like Robots, 186 00:07:20,530 --> 00:07:23,010 and I basically stalked him and tracked him down. 187 00:07:23,010 --> 00:07:26,850 I was like, whoever did this, I need them to make my game. 188 00:07:26,850 --> 00:07:28,265 Fortunately, he was a local guys, 189 00:07:28,265 --> 00:07:30,110 and so I got to meet him, talk to him 190 00:07:30,110 --> 00:07:33,566 and discover that he was a great for the team. 191 00:07:33,566 --> 00:07:35,190 Both Sam and Jonas were folks that were 192 00:07:35,190 --> 00:07:37,780 recommended by people I trust. 193 00:07:37,780 --> 00:07:43,570 Sam was an intern that I brought into a local university 194 00:07:43,570 --> 00:07:50,180 and Jonas was somebody that had sent in a great portfolio piece 195 00:07:50,180 --> 00:07:51,015 to another company. 196 00:07:51,015 --> 00:07:53,640 They were not able to hire him, but they basically put the word 197 00:07:53,640 --> 00:07:55,880 out saying, this audio guy looks amazing. 198 00:07:55,880 --> 00:07:58,212 If anybody is looking for an audio person, 199 00:07:58,212 --> 00:07:59,170 you should snap him up. 200 00:07:59,170 --> 00:08:01,090 So that's exactly what I did. 201 00:08:01,090 --> 00:08:04,360 Then Brendan and Emma are people that I previously worked with. 202 00:08:04,360 --> 00:08:09,310 So the lesson to take away here is, you have to be networking. 203 00:08:09,310 --> 00:08:12,100 All of these folks were either people that I knew directly 204 00:08:12,100 --> 00:08:14,690 or people that knew somebody that I knew. 205 00:08:14,690 --> 00:08:17,450 As an Indie developer, I have no time. 206 00:08:17,450 --> 00:08:19,730 We've discussed this at length. 207 00:08:19,730 --> 00:08:22,810 I literally have no time. 208 00:08:22,810 --> 00:08:24,480 I am working more than full time, 209 00:08:24,480 --> 00:08:27,280 and so I cannot micromanage somebody, 210 00:08:27,280 --> 00:08:29,770 I cannot be on somebody's ass to make sure they're getting 211 00:08:29,770 --> 00:08:30,836 their work done. 212 00:08:30,836 --> 00:08:32,669 And so, when I bring somebody into the team, 213 00:08:32,669 --> 00:08:36,850 it has to be somebody that I trust to not only do work, 214 00:08:36,850 --> 00:08:40,062 but to do amazing work and to be able to do that independently. 215 00:08:40,062 --> 00:08:42,645 So, for me, that means working with folks that I already know, 216 00:08:42,645 --> 00:08:44,730 that I already trust, and with folks 217 00:08:44,730 --> 00:08:47,480 that are highly recommended to me by people that I trust. 218 00:08:47,480 --> 00:08:48,910 And nobody else. 219 00:08:48,910 --> 00:08:52,240 So if you're interested in working with an Indie company, 220 00:08:52,240 --> 00:08:56,100 don't sit around waiting for them to put out job requests. 221 00:08:56,100 --> 00:09:00,600 You need to be actively trying to meet these folks. 222 00:09:00,600 --> 00:09:02,610 Network. 223 00:09:02,610 --> 00:09:04,360 So I want to talk a little bit in detail 224 00:09:04,360 --> 00:09:08,180 about what it means for me to hire somebody. 225 00:09:08,180 --> 00:09:09,930 This is how I do it-- it's not necessarily 226 00:09:09,930 --> 00:09:11,799 how everybody does it. 227 00:09:11,799 --> 00:09:13,340 When I bring somebody in, I have them 228 00:09:13,340 --> 00:09:15,080 sign a work for hire contract. 229 00:09:15,080 --> 00:09:17,910 That basically just means that they do work, I pay them, 230 00:09:17,910 --> 00:09:20,730 and my company owns the work that they do. 231 00:09:20,730 --> 00:09:22,520 I then create separate schedules, 232 00:09:22,520 --> 00:09:24,430 and that's a tiny one page document 233 00:09:24,430 --> 00:09:28,290 that says, reference all that other stuff in the contract. 234 00:09:28,290 --> 00:09:31,870 Here is what needs to be done by the contractor. 235 00:09:31,870 --> 00:09:33,599 It needs to be done by this date, 236 00:09:33,599 --> 00:09:35,140 and here's what they're getting paid. 237 00:09:35,140 --> 00:09:38,850 So it's a very, very simple document. 238 00:09:38,850 --> 00:09:42,050 You can do the payment in a couple of different ways. 239 00:09:42,050 --> 00:09:45,720 So when I first worked with Luigi, who's our artist, 240 00:09:45,720 --> 00:09:46,960 we worked by bundles. 241 00:09:46,960 --> 00:09:50,670 So I would say, I need this list of art assets. 242 00:09:50,670 --> 00:09:52,400 When do you think you can get them to me, 243 00:09:52,400 --> 00:09:53,920 and what would be a reasonable price? 244 00:09:53,920 --> 00:09:56,128 And we would negotiate both of those last two things. 245 00:09:56,128 --> 00:09:59,210 It was usually three or four weeks, 246 00:09:59,210 --> 00:10:01,100 and we would put that up in the schedule 247 00:10:01,100 --> 00:10:04,190 and then he would go off and do that work. 248 00:10:04,190 --> 00:10:05,810 Right now we've switched to hourly, 249 00:10:05,810 --> 00:10:08,226 just because it made sense towards the end of the project, 250 00:10:08,226 --> 00:10:11,029 because I would be like, oh, I need this one particular 251 00:10:11,029 --> 00:10:13,070 tiny little thing that I completely forgot about, 252 00:10:13,070 --> 00:10:14,986 and that didn't make sense to do entire bundle 253 00:10:14,986 --> 00:10:16,890 for like $20 worth of work. 254 00:10:16,890 --> 00:10:18,640 So we switched to hourly. 255 00:10:18,640 --> 00:10:20,660 It's also common to do revenue share. 256 00:10:20,660 --> 00:10:22,680 That could be the entirety of the payment, 257 00:10:22,680 --> 00:10:26,210 or that can be on top of hourly payment. 258 00:10:26,210 --> 00:10:27,990 Really depends on who you're working with 259 00:10:27,990 --> 00:10:30,200 and what make sense for you. 260 00:10:30,200 --> 00:10:33,102 So this is just an example-- oh my gosh, sorry. 261 00:10:33,102 --> 00:10:34,185 This set up automatically. 262 00:10:34,185 --> 00:10:38,080 263 00:10:38,080 --> 00:10:39,090 Oops, there we go. 264 00:10:39,090 --> 00:10:39,680 OK. 265 00:10:39,680 --> 00:10:44,520 So this is an example of a bundle that I did with Luigi. 266 00:10:44,520 --> 00:10:46,620 You can see it just lists in detail 267 00:10:46,620 --> 00:10:49,660 all of the tiny little things that I needed at that point. 268 00:10:49,660 --> 00:10:51,980 So we ended up doing four or five big bundles 269 00:10:51,980 --> 00:10:53,590 and then swapped to hourly. 270 00:10:53,590 --> 00:10:55,620 This was about halfway through the project, 271 00:10:55,620 --> 00:10:58,750 so you can see some things are on the first strap, 272 00:10:58,750 --> 00:10:59,640 like the world map. 273 00:10:59,640 --> 00:11:02,610 Some things are getting a lot more detailed, 274 00:11:02,610 --> 00:11:04,230 like the level backgrounds. 275 00:11:04,230 --> 00:11:06,000 But this is it. 276 00:11:06,000 --> 00:11:07,500 A schedule is not super complicated. 277 00:11:07,500 --> 00:11:09,710 It's just a list of what needs to be done, 278 00:11:09,710 --> 00:11:12,280 when it needs to be done by, and how 279 00:11:12,280 --> 00:11:14,865 a person's getting paid for it. 280 00:11:14,865 --> 00:11:17,730 The last thing I want to talk about is the long tail. 281 00:11:17,730 --> 00:11:21,010 We have this idea, I think, in Indie development 282 00:11:21,010 --> 00:11:25,120 that you're launch day needs to be your big day. 283 00:11:25,120 --> 00:11:28,020 Especially in mobile, you see these graphs where it's like, 284 00:11:28,020 --> 00:11:30,550 launch day the rest of the time. 285 00:11:30,550 --> 00:11:33,320 Those graphs are super scary, because it means if you're not 286 00:11:33,320 --> 00:11:37,700 making a huge amount of money on your launch day, 287 00:11:37,700 --> 00:11:39,440 you have absolutely no income. 288 00:11:39,440 --> 00:11:43,060 I think this is 100% the wrong way to think about it. 289 00:11:43,060 --> 00:11:45,390 When I launched The Counting Kingdom on Steam, 290 00:11:45,390 --> 00:11:49,650 it sold 35 copies on launch day. 291 00:11:49,650 --> 00:11:50,840 35 copies. 292 00:11:50,840 --> 00:11:54,290 I didn't think that was possible for a Steam game 293 00:11:54,290 --> 00:11:57,780 to sell that few copies on launch day. 294 00:11:57,780 --> 00:12:01,020 So that blew my mind, and I was kind of like, OK, 295 00:12:01,020 --> 00:12:03,570 I need to really rethink what I'm doing here. 296 00:12:03,570 --> 00:12:04,880 And since then, it's sold well. 297 00:12:04,880 --> 00:12:06,860 It's sold steadily. 298 00:12:06,860 --> 00:12:10,050 I've sold a lot more than 35 copies since then. 299 00:12:10,050 --> 00:12:13,910 But I've had to really flip my thinking about where 300 00:12:13,910 --> 00:12:15,620 the money is being made. 301 00:12:15,620 --> 00:12:19,420 So the point here is, this is not a business plan. 302 00:12:19,420 --> 00:12:21,860 Bullet point two has to be a lot of different things 303 00:12:21,860 --> 00:12:24,716 and it has to be over a large span of time. 304 00:12:24,716 --> 00:12:26,340 So for The Counting Kingdom, we started 305 00:12:26,340 --> 00:12:28,120 on Steam and the Humble Store. 306 00:12:28,120 --> 00:12:29,890 We got into a Humble Weekly bundle, which 307 00:12:29,890 --> 00:12:31,900 was absolutely phenomenal, and so far, 308 00:12:31,900 --> 00:12:35,800 has been where the biggest chunk of our money has come from. 309 00:12:35,800 --> 00:12:39,116 Just launched on iOS, and I'm looking towards the future. 310 00:12:39,116 --> 00:12:40,990 There's a lot of different things I could do. 311 00:12:40,990 --> 00:12:42,448 I'm considering porting to Android, 312 00:12:42,448 --> 00:12:44,610 I'm considering trying to get into schools. 313 00:12:44,610 --> 00:12:46,160 I'm also talking with other companies 314 00:12:46,160 --> 00:12:48,850 about potentially licensing The Counting Kingdom 315 00:12:48,850 --> 00:12:51,580 for various opportunities. 316 00:12:51,580 --> 00:12:53,810 This has to be ongoing. 317 00:12:53,810 --> 00:12:55,310 There's the work of making the game, 318 00:12:55,310 --> 00:12:58,570 and then there's the work of making money from the game, 319 00:12:58,570 --> 00:13:00,500 and those are two separate things. 320 00:13:00,500 --> 00:13:03,550 That kind of sucks, but it takes that much work 321 00:13:03,550 --> 00:13:05,960 to actually make money from something that you've already 322 00:13:05,960 --> 00:13:08,310 poured your heart and soul into. 323 00:13:08,310 --> 00:13:12,340 But that's just the reality of the business of making games. 324 00:13:12,340 --> 00:13:15,900 So this is frustrating, but that's just 325 00:13:15,900 --> 00:13:18,575 something that, again, is a reality of being any developer. 326 00:13:18,575 --> 00:13:20,970 It's something you have to be aware of. 327 00:13:20,970 --> 00:13:23,640 So that is all I have for you. 328 00:13:23,640 --> 00:13:27,300 And Michael, come on down. 329 00:13:27,300 --> 00:13:29,630 MICHAEL CARRIER: So my name is Michael Carrier. 330 00:13:29,630 --> 00:13:33,690 I'm the founder of Zap Dot, Inc. I also 331 00:13:33,690 --> 00:13:36,200 am one of the co-leaders of Boston Indies 332 00:13:36,200 --> 00:13:39,130 and the founder of the Indie Game Collective. 333 00:13:39,130 --> 00:13:42,790 It's a, as Rick mentioned, a small group of studios 334 00:13:42,790 --> 00:13:46,570 in the Cambridge area that work together, 335 00:13:46,570 --> 00:13:49,800 and we do a lot of things to try to help ensure that everybody 336 00:13:49,800 --> 00:13:53,950 is doing some awesome work and that our products are 337 00:13:53,950 --> 00:13:58,429 coming out really pretty. 338 00:13:58,429 --> 00:13:59,970 Some of the projects that I've worked 339 00:13:59,970 --> 00:14:03,700 on-- so I started off at Harmonics 340 00:14:03,700 --> 00:14:07,470 and I worked on a bunch of titles there. 341 00:14:07,470 --> 00:14:10,170 From there, I did an apprenticeship 342 00:14:10,170 --> 00:14:14,460 with an MIT alum, [INAUDIBLE] on the game Fallen Frontier 343 00:14:14,460 --> 00:14:16,430 after he left Bungee. 344 00:14:16,430 --> 00:14:21,400 I worked with the BBC and a company out in west coast 345 00:14:21,400 --> 00:14:23,780 called Pipeworks for Dancing With The Stars 346 00:14:23,780 --> 00:14:27,490 free to play online web game. 347 00:14:27,490 --> 00:14:31,124 I worked with some local Indies, Alchemy Labs on Jack Lumber, 348 00:14:31,124 --> 00:14:33,290 and Dejobaan Studios in a game called Drop That Beat 349 00:14:33,290 --> 00:14:35,660 Like An Ugly Baby. 350 00:14:35,660 --> 00:14:38,530 Another contract gig for me was, the bottom left, 351 00:14:38,530 --> 00:14:41,840 it's called Culture Shock, which was 352 00:14:41,840 --> 00:14:43,310 a game that taught people who are 353 00:14:43,310 --> 00:14:47,740 being deployed to the Middle East cultural awareness. 354 00:14:47,740 --> 00:14:50,350 This is really a cool game for a group of neuroscientists 355 00:14:50,350 --> 00:14:51,830 to try to prove that games can help 356 00:14:51,830 --> 00:14:54,830 people recover from concussions effectively and efficiently. 357 00:14:54,830 --> 00:14:57,720 And my two current projects, [INAUDIBLE], 358 00:14:57,720 --> 00:15:00,200 which is some contract work and Pleasant Dreams, 359 00:15:00,200 --> 00:15:09,760 which is a digital reboot of a physical table top game. 360 00:15:09,760 --> 00:15:21,300 Out of these-- one second-- out of these, 361 00:15:21,300 --> 00:15:24,470 the top four were employment, and then 362 00:15:24,470 --> 00:15:27,650 Dancing With The Stars, Culture Shock, [INAUDIBLE] 363 00:15:27,650 --> 00:15:34,620 and this neurologist game were contract work. 364 00:15:34,620 --> 00:15:36,699 So what I'd like to do is give everybody 365 00:15:36,699 --> 00:15:38,490 a little bit of context for the information 366 00:15:38,490 --> 00:15:41,660 that we'll be talking about today. 367 00:15:41,660 --> 00:15:48,320 There is a differentiation between AAA and Indie. 368 00:15:48,320 --> 00:15:50,730 I would prefer not to use that terminology. 369 00:15:50,730 --> 00:15:54,180 I want to talk about big company versus small company. 370 00:15:54,180 --> 00:15:58,200 Main reason being, with the tools that are out there today, 371 00:15:58,200 --> 00:16:01,280 AAA and Indie used to be a description of quality 372 00:16:01,280 --> 00:16:04,650 or subject matter, and I really think those lines 373 00:16:04,650 --> 00:16:06,010 are becoming blurred. 374 00:16:06,010 --> 00:16:08,800 So talking about largest to small company really 375 00:16:08,800 --> 00:16:11,370 can encompass the type of work that you 376 00:16:11,370 --> 00:16:16,230 will be doing at those small companies or big companies. 377 00:16:16,230 --> 00:16:19,440 Either way, the direction that you take 378 00:16:19,440 --> 00:16:20,870 is going to be really challenging 379 00:16:20,870 --> 00:16:22,760 for one reason or another. 380 00:16:22,760 --> 00:16:24,840 So if you work at a larger company, 381 00:16:24,840 --> 00:16:27,790 it's really important for you to have a vast amount 382 00:16:27,790 --> 00:16:29,712 of domain knowledge. 383 00:16:29,712 --> 00:16:31,920 It's going to be challenging, because you're not only 384 00:16:31,920 --> 00:16:34,366 competing with local talent, but global talent. 385 00:16:34,366 --> 00:16:36,240 There are people from all over the world that 386 00:16:36,240 --> 00:16:38,020 want to work at these companies, and these 387 00:16:38,020 --> 00:16:40,100 are some of the larger companies that 388 00:16:40,100 --> 00:16:43,820 do hire and have hired in the Boston area. 389 00:16:43,820 --> 00:16:46,990 But if you know the story behind some of these companies, 390 00:16:46,990 --> 00:16:49,330 there is a lot of overturn as well. 391 00:16:49,330 --> 00:16:52,620 You end up having people that come and go 392 00:16:52,620 --> 00:16:55,280 and are laid off from project to project just because 393 00:16:55,280 --> 00:16:56,760 of the state of the industry being 394 00:16:56,760 --> 00:17:05,450 more of a project-based industry that a long-term employment 395 00:17:05,450 --> 00:17:06,589 type of industry. 396 00:17:06,589 --> 00:17:09,420 So not only are you competing with people all over the world, 397 00:17:09,420 --> 00:17:11,711 but you're also competing with really bright people who 398 00:17:11,711 --> 00:17:13,349 have had years and years of experience 399 00:17:13,349 --> 00:17:16,460 at companies like these. 400 00:17:16,460 --> 00:17:19,520 Smaller companies are slightly different. 401 00:17:19,520 --> 00:17:22,220 You have smaller teams, you have smaller budgets, 402 00:17:22,220 --> 00:17:24,810 and you have to do more with less. 403 00:17:24,810 --> 00:17:27,920 Typically, what you do is you find people doing multiple jobs 404 00:17:27,920 --> 00:17:31,017 to serve a lot of roles and share the load 405 00:17:31,017 --> 00:17:31,850 as much as they can. 406 00:17:31,850 --> 00:17:34,690 407 00:17:34,690 --> 00:17:37,650 With both of these, both small and big companies, 408 00:17:37,650 --> 00:17:39,210 the hours are long. 409 00:17:39,210 --> 00:17:41,930 People don't always respect you for your work, 410 00:17:41,930 --> 00:17:44,669 and unfortunately, the pay isn't always great. 411 00:17:44,669 --> 00:17:46,710 Typically, you will make a fraction of the salary 412 00:17:46,710 --> 00:17:51,950 that you'd make with the same skill set outside the industry. 413 00:17:51,950 --> 00:17:53,480 But you know what? 414 00:17:53,480 --> 00:17:56,150 That doesn't faze me. 415 00:17:56,150 --> 00:17:58,140 I love the challenge. 416 00:17:58,140 --> 00:18:01,310 Games are a really crazy field. 417 00:18:01,310 --> 00:18:04,860 Video games haven't been around in the public for 50 years, 418 00:18:04,860 --> 00:18:07,410 and it's an incredible medium already. 419 00:18:07,410 --> 00:18:09,460 You want to think about this-- the printing 420 00:18:09,460 --> 00:18:15,160 press was released or invented or became into mass use 421 00:18:15,160 --> 00:18:16,190 in 1450. 422 00:18:16,190 --> 00:18:21,550 It's 564 years later, and now we have global information 423 00:18:21,550 --> 00:18:25,420 networks and we're complaining about these e ink displays, 424 00:18:25,420 --> 00:18:28,640 at how bad they are or good they are at displaying information 425 00:18:28,640 --> 00:18:29,150 to us. 426 00:18:29,150 --> 00:18:32,150 The medium constantly changes on how that is distributed. 427 00:18:32,150 --> 00:18:33,650 Just imagine where games can go when 428 00:18:33,650 --> 00:18:34,960 we are so young in this medium. 429 00:18:34,960 --> 00:18:38,030 430 00:18:38,030 --> 00:18:41,810 So I'm really here to talk to you today about contracting. 431 00:18:41,810 --> 00:18:47,130 It has served as my company's primary method of revenue 432 00:18:47,130 --> 00:18:49,880 over the past four years. 433 00:18:49,880 --> 00:18:52,330 So there are some really great benefits of it. 434 00:18:52,330 --> 00:18:54,710 You get to work on a ton of projects. 435 00:18:54,710 --> 00:18:57,470 You meet a lot of people, and you learn 436 00:18:57,470 --> 00:18:58,869 a lot about different things. 437 00:18:58,869 --> 00:19:01,160 If you're going to go back and think about the projects 438 00:19:01,160 --> 00:19:03,280 that I've worked on, I got to work 439 00:19:03,280 --> 00:19:06,090 on a free to play property with a really big company who 440 00:19:06,090 --> 00:19:09,762 had a huge marketing budget, and it was really well-known name-- 441 00:19:09,762 --> 00:19:10,720 Dancing With The Stars. 442 00:19:10,720 --> 00:19:14,420 A lot of people know that TV show, or that property. 443 00:19:14,420 --> 00:19:17,810 In terms of brand recognition, it's great. 444 00:19:17,810 --> 00:19:19,880 I got to work on a game with some neurologists 445 00:19:19,880 --> 00:19:21,920 and try to help show that games have 446 00:19:21,920 --> 00:19:24,790 positive impact in the world, and that there are hopefully 447 00:19:24,790 --> 00:19:27,900 ways, if the study does come through positively, 448 00:19:27,900 --> 00:19:31,300 that we can help people recover from concussions more 449 00:19:31,300 --> 00:19:32,780 effectively. 450 00:19:32,780 --> 00:19:35,479 I got to work on a game with the army. 451 00:19:35,479 --> 00:19:37,520 Despite what you may think about our involvement, 452 00:19:37,520 --> 00:19:40,580 if we can help people learn how to work with each other better, 453 00:19:40,580 --> 00:19:44,639 I think that's a really awesome thing to be a part of. 454 00:19:44,639 --> 00:19:46,930 Now I'm getting to a point where people are approaching 455 00:19:46,930 --> 00:19:49,280 me to consult them for the experience and knowledge 456 00:19:49,280 --> 00:19:52,367 that I've gained over the course of the past four to six years 457 00:19:52,367 --> 00:19:53,950 that I've been in the industry so far. 458 00:19:53,950 --> 00:19:56,890 459 00:19:56,890 --> 00:19:59,936 So one thing to keep in mind, is that the great thing 460 00:19:59,936 --> 00:20:02,560 about consulting and contracting is that there is a ton of work 461 00:20:02,560 --> 00:20:03,470 out there. 462 00:20:03,470 --> 00:20:06,469 There are plenty of people with ideas and money, 463 00:20:06,469 --> 00:20:08,760 but they don't necessarily have the skill or experience 464 00:20:08,760 --> 00:20:12,000 to be able to bring that to fruition. 465 00:20:12,000 --> 00:20:14,170 Or their ideas were a bit too large, 466 00:20:14,170 --> 00:20:15,670 and they need some more people to be 467 00:20:15,670 --> 00:20:19,790 able to make those ideas come to life. 468 00:20:19,790 --> 00:20:22,406 Sometimes, they just decided they want to bring someone in 469 00:20:22,406 --> 00:20:23,780 to help them out with the project 470 00:20:23,780 --> 00:20:24,780 that they're working on. 471 00:20:24,780 --> 00:20:27,140 472 00:20:27,140 --> 00:20:28,910 I would also argue that contracting, 473 00:20:28,910 --> 00:20:30,380 once you get into the rhythm of it, 474 00:20:30,380 --> 00:20:33,610 is a very stable way to make a long-term living 475 00:20:33,610 --> 00:20:36,230 in this industry. 476 00:20:36,230 --> 00:20:38,850 From what I've been doing by contracting, 477 00:20:38,850 --> 00:20:41,130 I'm expecting and anticipating the project 478 00:20:41,130 --> 00:20:45,220 to project work that the industry typically creates. 479 00:20:45,220 --> 00:20:49,260 With the network that I've been able to create for myself, 480 00:20:49,260 --> 00:20:50,710 I actually feel very stable that I 481 00:20:50,710 --> 00:20:52,820 will be able to find something that someone will 482 00:20:52,820 --> 00:20:57,270 be able to recommend me for whenever a project ends if I 483 00:20:57,270 --> 00:20:59,270 decide to keep contracting. 484 00:20:59,270 --> 00:21:03,170 Ultimately, though, my goal is not to do contracting forever. 485 00:21:03,170 --> 00:21:04,800 The reason why I created Zap Dot was 486 00:21:04,800 --> 00:21:08,939 because I wanted to make and release my own games. 487 00:21:08,939 --> 00:21:10,730 When I started off, it was important for me 488 00:21:10,730 --> 00:21:12,730 to start generating some revenue for the company 489 00:21:12,730 --> 00:21:15,010 so that I could hire people who were 490 00:21:15,010 --> 00:21:18,470 worth the-- to bring people because they were worth it. 491 00:21:18,470 --> 00:21:20,970 I wanted to be able to pay them. 492 00:21:20,970 --> 00:21:22,820 So after the past four or five years, 493 00:21:22,820 --> 00:21:25,426 I've been able to gain enough capital for the company 494 00:21:25,426 --> 00:21:26,800 where Zap Dot will actually start 495 00:21:26,800 --> 00:21:27,883 working on its own titles. 496 00:21:27,883 --> 00:21:30,195 497 00:21:30,195 --> 00:21:32,570 So I figured I would talk a little bit about the contract 498 00:21:32,570 --> 00:21:33,810 life cycle. 499 00:21:33,810 --> 00:21:35,730 Very much like Jenna said, events 500 00:21:35,730 --> 00:21:37,650 are super, super important. 501 00:21:37,650 --> 00:21:40,880 So you'll go to industry events or you'll go to local meetups, 502 00:21:40,880 --> 00:21:42,860 and there are a ton of options, especially just 503 00:21:42,860 --> 00:21:46,040 in the Boston area alone. 504 00:21:46,040 --> 00:21:48,770 And you network and you get to meet people. 505 00:21:48,770 --> 00:21:51,610 The best advice that I can offer you when you're networking 506 00:21:51,610 --> 00:21:54,530 is, to not network for yourself, but network for others. 507 00:21:54,530 --> 00:21:57,290 Find ways to make introductions between different people. 508 00:21:57,290 --> 00:21:59,454 Find ways to get jobs for other people. 509 00:21:59,454 --> 00:22:01,870 The way that I've been able to get such an awesome network 510 00:22:01,870 --> 00:22:05,180 that I have right now is by getting other people jobs. 511 00:22:05,180 --> 00:22:07,990 In doing so, everybody comes-- a lot of people 512 00:22:07,990 --> 00:22:10,400 will come to me now for advice or when 513 00:22:10,400 --> 00:22:12,150 they have a project that needs to be done. 514 00:22:12,150 --> 00:22:14,280 So I become a holder of information 515 00:22:14,280 --> 00:22:16,790 in terms of the projects that are available, 516 00:22:16,790 --> 00:22:20,090 which, when my company wants to pick one of those, I have, 517 00:22:20,090 --> 00:22:23,220 essentially, the pick of the litter for it. 518 00:22:23,220 --> 00:22:27,289 Also, it's really good to continually help people also 519 00:22:27,289 --> 00:22:28,580 find stability in the industry. 520 00:22:28,580 --> 00:22:31,180 521 00:22:31,180 --> 00:22:33,860 To illustrate that, the first job I got 522 00:22:33,860 --> 00:22:36,340 was because I had a conversation in a floral shop when 523 00:22:36,340 --> 00:22:39,350 I was buying some flowers for my girlfriend. 524 00:22:39,350 --> 00:22:41,880 The second job was based of a recommendation, 525 00:22:41,880 --> 00:22:44,920 and the third job was also based on a recommendation. 526 00:22:44,920 --> 00:22:48,184 Another job was checking the Boston Indies email list. 527 00:22:48,184 --> 00:22:50,100 And the most recent job, someone approached me 528 00:22:50,100 --> 00:22:51,475 about doing the work because they 529 00:22:51,475 --> 00:22:56,250 had heard that I deliver on time and my work 530 00:22:56,250 --> 00:22:57,895 is pretty high quality. 531 00:22:57,895 --> 00:23:00,555 532 00:23:00,555 --> 00:23:01,930 So let's say you do find someone. 533 00:23:01,930 --> 00:23:04,590 You find someone and you want to do work with them, 534 00:23:04,590 --> 00:23:06,850 or they want work being done. 535 00:23:06,850 --> 00:23:09,250 So what you do is, you do this really weird dance 536 00:23:09,250 --> 00:23:12,090 with the client and you talk to them for a bit 537 00:23:12,090 --> 00:23:13,814 about what kind of work they want to do 538 00:23:13,814 --> 00:23:15,230 and what kind of project they want 539 00:23:15,230 --> 00:23:17,480 to work on, why they want to involve you in it, 540 00:23:17,480 --> 00:23:21,620 and why you should be involved in their project. 541 00:23:21,620 --> 00:23:25,310 You either become really scared about the expectations 542 00:23:25,310 --> 00:23:28,280 that they have or the money that they have to be able to spend, 543 00:23:28,280 --> 00:23:29,910 or you'll fall in love with them, 544 00:23:29,910 --> 00:23:32,240 or there'll be some in-between where 545 00:23:32,240 --> 00:23:34,130 this is a good calculated decision for you 546 00:23:34,130 --> 00:23:37,925 or your company, and it makes sense to do it. 547 00:23:37,925 --> 00:23:39,550 From there, you take those expectations 548 00:23:39,550 --> 00:23:41,580 and you put them down to paper. 549 00:23:41,580 --> 00:23:43,870 Contracts are really, really important. 550 00:23:43,870 --> 00:23:47,320 Never do any work or have anybody do any work for you 551 00:23:47,320 --> 00:23:49,330 unless you have them sign some sort of contract. 552 00:23:49,330 --> 00:23:51,960 553 00:23:51,960 --> 00:23:54,060 Essentially, what these contracts you do is, 554 00:23:54,060 --> 00:23:57,450 they should manage expectations for both you and the person 555 00:23:57,450 --> 00:23:58,390 doing work. 556 00:23:58,390 --> 00:24:02,390 What happens when something goes wrong on either end? 557 00:24:02,390 --> 00:24:05,320 Be very careful with things like non-disclosure agreements 558 00:24:05,320 --> 00:24:07,040 or non-competes. 559 00:24:07,040 --> 00:24:09,260 I prefer to have all non-competes written out 560 00:24:09,260 --> 00:24:11,530 of contracts that I have signed. 561 00:24:11,530 --> 00:24:14,800 I've heard of other people asking for multiples 562 00:24:14,800 --> 00:24:21,410 of their time because the customer wanted the non-compete 563 00:24:21,410 --> 00:24:22,907 to stick. 564 00:24:22,907 --> 00:24:25,240 One other really important thing to remember, especially 565 00:24:25,240 --> 00:24:26,615 when you're doing contracting is, 566 00:24:26,615 --> 00:24:29,410 you have the opportunity to fire a client as much as they have 567 00:24:29,410 --> 00:24:32,650 the opportunity to fire you. 568 00:24:32,650 --> 00:24:34,067 If people start going off contract 569 00:24:34,067 --> 00:24:36,316 and they start requesting things that they didn't have 570 00:24:36,316 --> 00:24:38,820 and they're not following the rules that you've established 571 00:24:38,820 --> 00:24:42,200 between your relationship, then understand that you do 572 00:24:42,200 --> 00:24:47,080 have the right to get out of it if it goes sour. 573 00:24:47,080 --> 00:24:48,740 So you've signed the contract. 574 00:24:48,740 --> 00:24:50,830 Now you just need to make the game. 575 00:24:50,830 --> 00:24:53,770 Then after you make the game, you get paid. 576 00:24:53,770 --> 00:24:56,570 Jenna mentioned a bunch of different types of payment. 577 00:24:56,570 --> 00:24:59,440 You can do hourly rates-- I've done that. 578 00:24:59,440 --> 00:25:02,330 You can do milestone payments where you agree, typically, 579 00:25:02,330 --> 00:25:04,604 on two to four weeks of work. 580 00:25:04,604 --> 00:25:06,020 You deliver that work, and as long 581 00:25:06,020 --> 00:25:09,780 as it is of acceptable quality, the client 582 00:25:09,780 --> 00:25:11,760 will accept it and then you the amount of money 583 00:25:11,760 --> 00:25:13,930 that you've worked on. 584 00:25:13,930 --> 00:25:16,150 Or you can do a full fee for a project. 585 00:25:16,150 --> 00:25:17,659 I've done all three. 586 00:25:17,659 --> 00:25:19,700 I would definitely caution against doing full fee 587 00:25:19,700 --> 00:25:21,860 for projects, just because-- especially if you're 588 00:25:21,860 --> 00:25:24,370 a perfectionist or the client starts trying 589 00:25:24,370 --> 00:25:28,130 to add more things-- scope can creep up over time 590 00:25:28,130 --> 00:25:30,640 and you-- well, typically for a full project fee, 591 00:25:30,640 --> 00:25:34,330 unless you're very, very good about your time management, 592 00:25:34,330 --> 00:25:37,580 you'll end up doing more work than what you charged for. 593 00:25:37,580 --> 00:25:39,500 Sometimes you'll find out that you need help. 594 00:25:39,500 --> 00:25:41,540 Well, the cycle kind of starts again. 595 00:25:41,540 --> 00:25:44,170 You've gone to these events that you people. 596 00:25:44,170 --> 00:25:46,320 You do a little dance with them to make sure 597 00:25:46,320 --> 00:25:49,320 that they kind of fit the situation for them. 598 00:25:49,320 --> 00:25:53,300 If you find someone that you want to be able to work with, 599 00:25:53,300 --> 00:25:55,621 you write up a contract. 600 00:25:55,621 --> 00:25:57,120 You set up expectations for the work 601 00:25:57,120 --> 00:25:59,280 that they will be coming on to help you with. 602 00:25:59,280 --> 00:26:01,870 And now, as an employer of some sort, 603 00:26:01,870 --> 00:26:03,780 you have to worry about managing two people. 604 00:26:03,780 --> 00:26:05,070 Not only are you managing yourself 605 00:26:05,070 --> 00:26:06,480 and the work that you are delivering to a client, 606 00:26:06,480 --> 00:26:09,120 you're making sure that your contractor or employee 607 00:26:09,120 --> 00:26:11,460 is doing the same thing, that the client's happy. 608 00:26:11,460 --> 00:26:13,340 Depending on how many people you add, 609 00:26:13,340 --> 00:26:16,326 it can take a lot of your time. 610 00:26:16,326 --> 00:26:17,700 Over the past couple of projects, 611 00:26:17,700 --> 00:26:22,400 I have hired help or outsourced some work for the projects 612 00:26:22,400 --> 00:26:23,150 that I've done. 613 00:26:23,150 --> 00:26:24,660 I've been able to hire about five 614 00:26:24,660 --> 00:26:28,590 to six people-- not all at once, and not all for the same thing. 615 00:26:28,590 --> 00:26:31,760 But some of the work that I've had people come in for 616 00:26:31,760 --> 00:26:36,315 has branched from a couple hours to a monthly milestones 617 00:26:36,315 --> 00:26:38,043 that I've paid people to work on. 618 00:26:38,043 --> 00:26:42,030 619 00:26:42,030 --> 00:26:45,644 One really important thing is that, with contracting, 620 00:26:45,644 --> 00:26:47,560 especially if you're running your own company, 621 00:26:47,560 --> 00:26:50,140 there are a lot of other responsibilities that you have. 622 00:26:50,140 --> 00:26:53,950 There are taxes that you need to worry about paying. 623 00:26:53,950 --> 00:26:57,610 Stuff that normally would be done if you were an employee 624 00:26:57,610 --> 00:27:00,126 is not your responsibility. 625 00:27:00,126 --> 00:27:02,000 There are definitely a lot of different laws, 626 00:27:02,000 --> 00:27:04,041 especially in Massachusetts, about hiring people. 627 00:27:04,041 --> 00:27:06,094 You need to be very careful that you 628 00:27:06,094 --> 00:27:08,010 are treating your contractors like contractors 629 00:27:08,010 --> 00:27:08,800 and not employees. 630 00:27:08,800 --> 00:27:10,560 Otherwise, you should be providing those employees 631 00:27:10,560 --> 00:27:11,059 benefits. 632 00:27:11,059 --> 00:27:14,121 633 00:27:14,121 --> 00:27:15,620 And then that's also the same thing, 634 00:27:15,620 --> 00:27:17,235 to make sure that the people that are hiring you 635 00:27:17,235 --> 00:27:18,609 are treating you like an employee 636 00:27:18,609 --> 00:27:21,610 or expecting you to act like an employee. 637 00:27:21,610 --> 00:27:24,010 So make sure that you pay attention to the work 638 00:27:24,010 --> 00:27:26,520 that you're doing and really round yourself out 639 00:27:26,520 --> 00:27:29,140 on the rules and regulations around work. 640 00:27:29,140 --> 00:27:32,451 641 00:27:32,451 --> 00:27:32,950 That's it. 642 00:27:32,950 --> 00:27:37,040 So I wanted to open the floor for Jenna and I 643 00:27:37,040 --> 00:27:41,180 to let you jump in and talk about any questions. 644 00:27:41,180 --> 00:27:46,080 [APPLAUSE] 645 00:27:46,080 --> 00:27:47,415 MICHAEL CARRIER: Yes? 646 00:27:47,415 --> 00:27:48,040 AUDIENCE: Yeah. 647 00:27:48,040 --> 00:27:51,470 So do you have any advice for marketing new games? 648 00:27:51,470 --> 00:27:54,165 Because I think that's a thing that a lot of [INAUDIBLE] how 649 00:27:54,165 --> 00:27:58,195 do you promote your product and where do you do it? 650 00:27:58,195 --> 00:27:59,570 JENNA HOSTEIN: So I've been doing 651 00:27:59,570 --> 00:28:01,227 a lot of ongoing social media. 652 00:28:01,227 --> 00:28:03,310 We have a Little World Interactive Twitter account 653 00:28:03,310 --> 00:28:04,620 and Facebook page. 654 00:28:04,620 --> 00:28:10,450 A lot of it depends very much on the type of game you're making. 655 00:28:10,450 --> 00:28:13,434 The best approach to it is a slow drip type of thing. 656 00:28:13,434 --> 00:28:14,975 You don't get a week away from launch 657 00:28:14,975 --> 00:28:18,640 and go, OK, time to market this. 658 00:28:18,640 --> 00:28:21,550 One thing that I've seen work very successfully is, 659 00:28:21,550 --> 00:28:24,480 we have somebody else working in the IGC who's 660 00:28:24,480 --> 00:28:27,300 creating a first person dodge ball game, 661 00:28:27,300 --> 00:28:29,130 and it's just wacky and fun. 662 00:28:29,130 --> 00:28:32,520 So he's had huge success on Reddit and with Live Streamer. 663 00:28:32,520 --> 00:28:34,310 So he's an early access, but he's already 664 00:28:34,310 --> 00:28:36,630 been very, very successful because he's 665 00:28:36,630 --> 00:28:38,980 been able to tap into those communities. 666 00:28:38,980 --> 00:28:41,970 It's a lot of, what companies can you tap into? 667 00:28:41,970 --> 00:28:44,650 How do you reach those folks? 668 00:28:44,650 --> 00:28:48,330 Then going to as many events as you can afford slash 669 00:28:48,330 --> 00:28:49,570 have time to. 670 00:28:49,570 --> 00:28:54,000 In the past year, I've exhibited at probably 671 00:28:54,000 --> 00:28:58,440 a dozen different events-- some really big, some really small. 672 00:28:58,440 --> 00:29:02,510 But that has been crucial to meeting players in person 673 00:29:02,510 --> 00:29:04,530 and also to meeting the journalists 674 00:29:04,530 --> 00:29:06,200 that attend those events as well. 675 00:29:06,200 --> 00:29:08,750 So definitely approach it as a very 676 00:29:08,750 --> 00:29:11,390 ongoing got to put in a little bit of effort every week 677 00:29:11,390 --> 00:29:12,280 type thing. 678 00:29:12,280 --> 00:29:14,050 MICHAEL CARRIER: Yeah. 679 00:29:14,050 --> 00:29:17,320 Marketing should be a role on itself on your project. 680 00:29:17,320 --> 00:29:19,360 So very many people will leave it 681 00:29:19,360 --> 00:29:21,640 towards the end, like Jenna mentioned in her talk, 682 00:29:21,640 --> 00:29:24,020 or not do it all and just kind of expect people 683 00:29:24,020 --> 00:29:26,147 to flock to your game after you've released it. 684 00:29:26,147 --> 00:29:29,280 685 00:29:29,280 --> 00:29:32,242 The other thing is, also as Jenna mentioned in her talk, 686 00:29:32,242 --> 00:29:33,700 is that marketing is something that 687 00:29:33,700 --> 00:29:36,990 needs to start before your project has launched 688 00:29:36,990 --> 00:29:38,930 and continue after it has launched. 689 00:29:38,930 --> 00:29:41,570 690 00:29:41,570 --> 00:29:45,780 The more you can kind of interweave it 691 00:29:45,780 --> 00:29:50,210 into your game and the entire development process, 692 00:29:50,210 --> 00:29:52,669 the better it will be, the more people will know about. 693 00:29:52,669 --> 00:29:54,710 The objective is just to get the most people know 694 00:29:54,710 --> 00:29:56,080 about your title as possible. 695 00:29:56,080 --> 00:29:57,690 JENNA HOSTEIN: And to add one last thing to that-- the way 696 00:29:57,690 --> 00:29:59,390 that I try to approach social media 697 00:29:59,390 --> 00:30:02,130 is to give people something that they're excited to share. 698 00:30:02,130 --> 00:30:05,817 So if you're just like, the game's still on the store-- 699 00:30:05,817 --> 00:30:08,150 nobody's going to care about that tweet or that Facebook 700 00:30:08,150 --> 00:30:09,030 post. 701 00:30:09,030 --> 00:30:11,450 But we do a lot of cute little cartoons 702 00:30:11,450 --> 00:30:14,260 of the characters from the game, share a lot 703 00:30:14,260 --> 00:30:16,020 of reviews, a lot of testimonials 704 00:30:16,020 --> 00:30:18,730 from parents and teachers. 705 00:30:18,730 --> 00:30:22,600 The NASA online presence is phenomenal. 706 00:30:22,600 --> 00:30:25,000 If you want to see how to do social media well, 707 00:30:25,000 --> 00:30:27,200 follow the NASA Twitter feed. 708 00:30:27,200 --> 00:30:29,849 It's seriously astonishingly good. 709 00:30:29,849 --> 00:30:31,390 They just did something the other day 710 00:30:31,390 --> 00:30:35,250 where they have a new upcoming mission called Orion, I think. 711 00:30:35,250 --> 00:30:37,270 And they did the ABCs of Orion. 712 00:30:37,270 --> 00:30:40,660 So they did 26 tweets-- one for each letter-- and each tweet 713 00:30:40,660 --> 00:30:46,630 had this beautiful graphic image of like, A for-- I 714 00:30:46,630 --> 00:30:49,400 don't remember, I didn't look it at all of them. 715 00:30:49,400 --> 00:30:51,220 But it was very, very clever. 716 00:30:51,220 --> 00:30:54,860 I ended up re-tweeting the letters, S-P-A-C-E, 717 00:30:54,860 --> 00:30:57,140 just because that made me feel clever. 718 00:30:57,140 --> 00:30:59,620 But they got me to re-tweet five of their tweets. 719 00:30:59,620 --> 00:31:01,600 That's a win for them. 720 00:31:01,600 --> 00:31:04,470 So little things like that, you have to think about, 721 00:31:04,470 --> 00:31:06,790 what content can you make that other people 722 00:31:06,790 --> 00:31:10,830 are going to be really excited to share with their networks? 723 00:31:10,830 --> 00:31:11,630 Yes? 724 00:31:11,630 --> 00:31:13,650 AUDIENCE: What's the street off of [INAUDIBLE] 725 00:31:13,650 --> 00:31:16,820 and Massachusetts right now? 726 00:31:16,820 --> 00:31:21,910 I know that there was some stuff going to state legislature 727 00:31:21,910 --> 00:31:24,580 about whether that's actually enforceable. 728 00:31:24,580 --> 00:31:25,730 MICHAEL CARRIER: Sure. 729 00:31:25,730 --> 00:31:26,880 I've heard about that. 730 00:31:26,880 --> 00:31:30,950 I don't think it's completely unenforceable yet. 731 00:31:30,950 --> 00:31:33,425 I don't think that that's passed to make 732 00:31:33,425 --> 00:31:34,550 non-competes unenforceable. 733 00:31:34,550 --> 00:31:35,946 AUDIENCE: So there's debate? 734 00:31:35,946 --> 00:31:36,863 MICHAEL CARRIER: Yeah. 735 00:31:36,863 --> 00:31:39,196 JENNA HOSTEIN: Yeah, that's a really good point, though. 736 00:31:39,196 --> 00:31:42,170 You have to look very carefully at any contracts that you sign. 737 00:31:42,170 --> 00:31:45,040 A lot of companies will put wording in there-- well, 738 00:31:45,040 --> 00:31:46,710 studios will put wording in there 739 00:31:46,710 --> 00:31:49,650 that they own anything you make regardless of whether you 740 00:31:49,650 --> 00:31:51,682 make it at work or at home. 741 00:31:51,682 --> 00:31:53,140 So especially if you're someone who 742 00:31:53,140 --> 00:31:57,850 likes working on side projects, that can be very dangerous. 743 00:31:57,850 --> 00:31:59,226 So just something to be aware of. 744 00:31:59,226 --> 00:32:00,600 MICHAEL CARRIER: Especially ideas 745 00:32:00,600 --> 00:32:03,076 that you've come up with during working on their project. 746 00:32:03,076 --> 00:32:06,080 747 00:32:06,080 --> 00:32:11,770 There can be a large-- the more vague they are, 748 00:32:11,770 --> 00:32:13,882 the more dangerous it is to you. 749 00:32:13,882 --> 00:32:18,256 750 00:32:18,256 --> 00:32:20,686 AUDIENCE: We have another question. 751 00:32:20,686 --> 00:32:23,620 AUDIENCE: Have either of you worked with either state grants 752 00:32:23,620 --> 00:32:26,720 or small business grants-- organizations 753 00:32:26,720 --> 00:32:33,040 that basically give money for help for new companies? 754 00:32:33,040 --> 00:32:36,484 What's the experience like working some projects 755 00:32:36,484 --> 00:32:37,781 if you have? 756 00:32:37,781 --> 00:32:39,030 JENNA HOSTEIN: I have not yet. 757 00:32:39,030 --> 00:32:42,490 That's something I'm actively looking into for the next game. 758 00:32:42,490 --> 00:32:43,990 The thing that's holding me back is, 759 00:32:43,990 --> 00:32:47,024 it looks like a lot of work in a subject area I don't know. 760 00:32:47,024 --> 00:32:48,440 I don't know how to write a grant, 761 00:32:48,440 --> 00:32:52,310 so that's something I would have to learn for a shot at money. 762 00:32:52,310 --> 00:32:58,880 So that's what's had we not pursue that so far. 763 00:32:58,880 --> 00:33:01,530 I'm going to be looking into education-specific grants, 764 00:33:01,530 --> 00:33:04,113 which I think I would just have a better shot at, because it's 765 00:33:04,113 --> 00:33:05,510 a more narrow field. 766 00:33:05,510 --> 00:33:09,420 But-- not yet, but maybe. 767 00:33:09,420 --> 00:33:11,120 MICHAEL CARRIER: The neuroscientist game 768 00:33:11,120 --> 00:33:14,350 that I worked on was funded in part, 769 00:33:14,350 --> 00:33:18,140 I think, by a grant of the National 770 00:33:18,140 --> 00:33:19,530 Institute of Health-- NIH. 771 00:33:19,530 --> 00:33:20,363 AUDIENCE: I got you. 772 00:33:20,363 --> 00:33:22,152 773 00:33:22,152 --> 00:33:23,610 JENNA HOSTEIN: Yeah, and I've heard 774 00:33:23,610 --> 00:33:26,320 of a few Indies who are working with institutions 775 00:33:26,320 --> 00:33:28,150 who have gotten grant money. 776 00:33:28,150 --> 00:33:29,780 But I don't know of too many Indies 777 00:33:29,780 --> 00:33:32,650 who have gotten grant money on their own in the United States. 778 00:33:32,650 --> 00:33:35,850 So other countries like Canada and Australia-- 779 00:33:35,850 --> 00:33:37,850 though, I think, Australia-- maybe not anymore-- 780 00:33:37,850 --> 00:33:40,840 how government-funded grants for the arts, 781 00:33:40,840 --> 00:33:42,816 so they include games in that. 782 00:33:42,816 --> 00:33:45,510 But we do not, unfortunately. 783 00:33:45,510 --> 00:33:47,411 I would love some government money. 784 00:33:47,411 --> 00:33:49,660 AUDIENCE: How common is it for studios to be acquired, 785 00:33:49,660 --> 00:33:52,500 and is that something they target? 786 00:33:52,500 --> 00:33:56,400 MICHAEL CARRIER: So I would say, it's 787 00:33:56,400 --> 00:33:58,065 uncommon at a smaller level. 788 00:33:58,065 --> 00:34:00,640 789 00:34:00,640 --> 00:34:03,690 Definitely, the way that you're going to make money as a studio 790 00:34:03,690 --> 00:34:05,400 is not from an exit strategy of being 791 00:34:05,400 --> 00:34:07,630 purchased by a larger company. 792 00:34:07,630 --> 00:34:10,560 It's more along the lines of the revenue 793 00:34:10,560 --> 00:34:12,560 that you'll be making from either your contracts 794 00:34:12,560 --> 00:34:15,993 or the profits from your game. 795 00:34:15,993 --> 00:34:18,159 That being said, some companies have been purchased. 796 00:34:18,159 --> 00:34:21,440 I know one of the other subcontractors 797 00:34:21,440 --> 00:34:24,989 I worked with Dancing With The Stars was purchased by a larger 798 00:34:24,989 --> 00:34:26,070 company. 799 00:34:26,070 --> 00:34:29,570 I know that Amazon has purchased a few game companies when 800 00:34:29,570 --> 00:34:33,960 they were launching the Kindle to try to bring games 801 00:34:33,960 --> 00:34:37,460 in for their platform. 802 00:34:37,460 --> 00:34:42,059 So it's not impossible, but it's definitely not an exit strategy 803 00:34:42,059 --> 00:34:43,600 that most people would start a studio 804 00:34:43,600 --> 00:34:44,969 with the expectation of having. 805 00:34:44,969 --> 00:34:46,760 JENNA HOSTEIN: Yeah, and there's definitely 806 00:34:46,760 --> 00:34:51,870 a group of Indie studios who are generally 807 00:34:51,870 --> 00:34:55,409 between 6 to 12 people and they have an actual CEO 808 00:34:55,409 --> 00:34:58,350 who can go out and raise money. 809 00:34:58,350 --> 00:35:00,520 Those are Indie in the sense that they're 810 00:35:00,520 --> 00:35:04,140 small and self-owned and independently publishing, 811 00:35:04,140 --> 00:35:06,690 but it's kind of a different class of Indie, 812 00:35:06,690 --> 00:35:09,420 because they can be raising potentially millions of dollars 813 00:35:09,420 --> 00:35:10,380 to fund their games. 814 00:35:10,380 --> 00:35:12,296 So those are the types of companies that would 815 00:35:12,296 --> 00:35:14,310 be most likely to be purchased. 816 00:35:14,310 --> 00:35:17,360 Little Worlds Interactive is just me and my games, 817 00:35:17,360 --> 00:35:21,360 and so if somebody were to purchase my company, 818 00:35:21,360 --> 00:35:24,820 they would just be hiring me, basically, 819 00:35:24,820 --> 00:35:27,450 and like, purchasing my games. 820 00:35:27,450 --> 00:35:30,620 So that's probably not something that's going to happen, 821 00:35:30,620 --> 00:35:33,837 though it's not unheard of entirely. 822 00:35:33,837 --> 00:35:35,920 MICHAEL CARRIER: And I guess a tangential approach 823 00:35:35,920 --> 00:35:37,710 that you could have-- that is, actually taking your games 824 00:35:37,710 --> 00:35:39,650 and licensing them out for other properties. 825 00:35:39,650 --> 00:35:43,500 826 00:35:43,500 --> 00:35:44,452 Yes? 827 00:35:44,452 --> 00:35:47,100 AUDIENCE: How long were you guys in the industry 828 00:35:47,100 --> 00:35:49,910 before starting to do your own thing? 829 00:35:49,910 --> 00:35:52,290 JENNA HOSTEIN: So I was in the industry 830 00:35:52,290 --> 00:35:53,850 for-- it depends on what you count. 831 00:35:53,850 --> 00:35:57,370 So, grad school for two years and working for four years, 832 00:35:57,370 --> 00:35:59,717 and then I've been an Indie for two. 833 00:35:59,717 --> 00:36:01,300 MICHAEL CARRIER: I worked at Harmonics 834 00:36:01,300 --> 00:36:06,170 for just under two years before I started doing consulting. 835 00:36:06,170 --> 00:36:12,190 The Culture Shock game was my first project out of it. 836 00:36:12,190 --> 00:36:14,440 JENNA HOSTEIN: A lot of people-- just to add onto that 837 00:36:14,440 --> 00:36:17,710 and then look at you up there-- a lot of people 838 00:36:17,710 --> 00:36:20,090 go straight from undergrad to Indie, 839 00:36:20,090 --> 00:36:22,090 and that's a totally valid approach. 840 00:36:22,090 --> 00:36:25,090 But there is also so much to be learned in a studio. 841 00:36:25,090 --> 00:36:27,760 Even if that is not your ideal environment-- 842 00:36:27,760 --> 00:36:31,470 it certainly wasn't for me-- but I regularly 843 00:36:31,470 --> 00:36:35,010 use things that I learned in my time working at a studio. 844 00:36:35,010 --> 00:36:39,040 So I wouldn't necessarily recommend just 845 00:36:39,040 --> 00:36:41,180 going directly Indie straight from undergrad. 846 00:36:41,180 --> 00:36:43,430 MICHAEL CARRIER: And this is part of a different talk, 847 00:36:43,430 --> 00:36:48,550 but-- I didn't go into that. 848 00:36:48,550 --> 00:36:50,387 But it's a bad idea, just because there 849 00:36:50,387 --> 00:36:52,470 are a lot of mistakes that you'll make on your own 850 00:36:52,470 --> 00:36:54,761 that you could have learned from a larger company who's 851 00:36:54,761 --> 00:36:57,600 already made those mistakes and can teach you better ways. 852 00:36:57,600 --> 00:36:59,433 Not that they'll have all the right answers, 853 00:36:59,433 --> 00:37:04,180 but-- and it's not to say that you won't be successful 854 00:37:04,180 --> 00:37:07,030 if you were to do it right out of school. 855 00:37:07,030 --> 00:37:08,752 It's just much harder to hit. 856 00:37:08,752 --> 00:37:10,676 AUDIENCE: I was just wondering, Jenna-- 857 00:37:10,676 --> 00:37:14,374 what did you work on before you became an Indie? 858 00:37:14,374 --> 00:37:16,207 What were you doing, or what was grad school 859 00:37:16,207 --> 00:37:17,900 and then after that experience? 860 00:37:17,900 --> 00:37:19,316 JENNA HOSTEIN: So after undergrad, 861 00:37:19,316 --> 00:37:22,180 I worked at a local startup called Hangout Industries 862 00:37:22,180 --> 00:37:25,930 and we were making one of the original 3D virtual worlds. 863 00:37:25,930 --> 00:37:31,610 So it was meant to be a social chill place for teen girls. 864 00:37:31,610 --> 00:37:33,636 It crashed and burned hard. 865 00:37:33,636 --> 00:37:35,510 Most of the lessons I learned at that company 866 00:37:35,510 --> 00:37:38,770 were how not to do the things we were trying to do, 867 00:37:38,770 --> 00:37:39,810 which is valuable. 868 00:37:39,810 --> 00:37:41,250 Which is a very valuable lesson. 869 00:37:41,250 --> 00:37:42,985 So then I went to Indiana University 870 00:37:42,985 --> 00:37:45,900 and got my master's degree in game design, 871 00:37:45,900 --> 00:37:48,780 and then came back here and worked at Stomp Games, which 872 00:37:48,780 --> 00:37:50,390 was formerly Tencent Boston. 873 00:37:50,390 --> 00:37:55,850 We did Robot Rising-- and that was a diablo-esque game 874 00:37:55,850 --> 00:37:57,580 with robots on Facebook. 875 00:37:57,580 --> 00:37:59,420 So I've kind of bounced all over the place. 876 00:37:59,420 --> 00:38:02,350 I've made mobile titles, I've made Facebook titles. 877 00:38:02,350 --> 00:38:05,830 I had an internship at Turbines where I've worked on MMOs. 878 00:38:05,830 --> 00:38:08,710 And like I was saying before, that experience really 879 00:38:08,710 --> 00:38:10,880 has just given me a breadth of knowledge that I've 880 00:38:10,880 --> 00:38:13,590 been able to apply to Indies. 881 00:38:13,590 --> 00:38:15,404 AUDIENCE: So a number of the other people 882 00:38:15,404 --> 00:38:17,172 we brought into class were talking a little bit 883 00:38:17,172 --> 00:38:18,550 about the internships that they had 884 00:38:18,550 --> 00:38:19,758 [INAUDIBLE] larger companies. 885 00:38:19,758 --> 00:38:21,430 Can you talk a little bit about-- so you 886 00:38:21,430 --> 00:38:24,657 mentioned you used an intern for your process, Jenna. 887 00:38:24,657 --> 00:38:26,970 I forget if you mentioned [INAUDIBLE]. 888 00:38:26,970 --> 00:38:29,270 MICHAEL CARRIER: I have not used interns yet, 889 00:38:29,270 --> 00:38:31,607 but it's something that I am very excited about. 890 00:38:31,607 --> 00:38:33,190 AUDIENCE: So can you talk a little bit 891 00:38:33,190 --> 00:38:34,915 about how it works for your small studio 892 00:38:34,915 --> 00:38:36,290 and what the experiences might be 893 00:38:36,290 --> 00:38:37,998 for being an intern at one of you studios 894 00:38:37,998 --> 00:38:39,167 compared to a larger studio? 895 00:38:39,167 --> 00:38:40,000 JENNA HOSTEIN: Sure. 896 00:38:40,000 --> 00:38:43,500 So the intern that I worked with was Sam. 897 00:38:43,500 --> 00:38:48,710 He was an animator, and he went to school at a local animation 898 00:38:48,710 --> 00:38:50,640 school, I don't remember what it was called-- 899 00:38:50,640 --> 00:38:52,680 and I knew one of the teachers there. 900 00:38:52,680 --> 00:38:55,160 As part of their graduate requirements-- 901 00:38:55,160 --> 00:38:57,370 I think they called it a co-op-- they just 902 00:38:57,370 --> 00:38:59,240 needed to put in a certain number of hours 903 00:38:59,240 --> 00:39:00,345 with a local studio. 904 00:39:00,345 --> 00:39:01,970 The expectation was that it was unpaid, 905 00:39:01,970 --> 00:39:04,590 because they were basically getting course credit for it. 906 00:39:04,590 --> 00:39:08,400 So for me, it was a risk-free situation. 907 00:39:08,400 --> 00:39:11,027 Like, basically, I could get somebody to do art for me 908 00:39:11,027 --> 00:39:13,360 for free, but they were getting something out of it too, 909 00:39:13,360 --> 00:39:14,901 so I didn't have to feel too horribly 910 00:39:14,901 --> 00:39:16,670 guilty about not paying them. 911 00:39:16,670 --> 00:39:18,210 And it worked out phenomenally. 912 00:39:18,210 --> 00:39:19,960 So one of the big differences with working 913 00:39:19,960 --> 00:39:22,280 with an Indie versus a large studio 914 00:39:22,280 --> 00:39:24,870 is that, I basically said to him, 915 00:39:24,870 --> 00:39:27,250 I need animation in my game. 916 00:39:27,250 --> 00:39:29,640 If you could do that, please, that would be great. 917 00:39:29,640 --> 00:39:33,320 So he did all of the animation in The Counting Kingdom, 918 00:39:33,320 --> 00:39:35,630 first as an internship, and then as a paid contractor 919 00:39:35,630 --> 00:39:37,420 down the road. 920 00:39:37,420 --> 00:39:40,510 So he got a massive amount of responsibility. 921 00:39:40,510 --> 00:39:42,680 The only door art direction I gave him was, like, 922 00:39:42,680 --> 00:39:46,710 make it cute, but also scary a little bit, but not too scary. 923 00:39:46,710 --> 00:39:50,220 So he had just a huge amount of creative control. 924 00:39:50,220 --> 00:39:52,820 The downside to that was, we all worked remotely, 925 00:39:52,820 --> 00:39:56,942 and so I saw him maybe once every couple of weeks. 926 00:39:56,942 --> 00:39:58,400 But we stayed in touch to make sure 927 00:39:58,400 --> 00:40:01,160 that he knew what was going on, I was going on. 928 00:40:01,160 --> 00:40:02,710 So at a larger studio, he would have 929 00:40:02,710 --> 00:40:04,430 more face-to-face experience, but be 930 00:40:04,430 --> 00:40:07,860 working on a much smaller slice of the pie. 931 00:40:07,860 --> 00:40:11,030 Given that Indie budgets are zero, 932 00:40:11,030 --> 00:40:15,141 basically, I would not be able to bring in a paid internship 933 00:40:15,141 --> 00:40:15,640 intern. 934 00:40:15,640 --> 00:40:19,510 As much as I would like to, it's just not a reality. 935 00:40:19,510 --> 00:40:21,590 If I'm paying somebody money, I have 936 00:40:21,590 --> 00:40:23,690 to know that they are going to be able to produce 937 00:40:23,690 --> 00:40:25,390 incredibly high quality work. 938 00:40:25,390 --> 00:40:27,100 So unless you're very, very cheap 939 00:40:27,100 --> 00:40:31,160 and you already have an astonishingly good portfolio, 940 00:40:31,160 --> 00:40:33,312 it's not something I can afford. 941 00:40:33,312 --> 00:40:35,520 MICHAEL CARRIER: I would say one of the major reasons 942 00:40:35,520 --> 00:40:37,940 why we haven't brought in-- why Zap Dot hasn't 943 00:40:37,940 --> 00:40:40,770 brought in any interns right now is for the same reason. 944 00:40:40,770 --> 00:40:43,890 I would want to try to pay something, 945 00:40:43,890 --> 00:40:47,760 and I've not been able to be in a position 946 00:40:47,760 --> 00:40:49,730 where I could bring someone in to give them 947 00:40:49,730 --> 00:40:53,090 a specific set of tasks to be able to work, 948 00:40:53,090 --> 00:40:56,900 or to have a project that is ready to do research 949 00:40:56,900 --> 00:40:57,770 and development. 950 00:40:57,770 --> 00:41:02,990 I think one thing that is great for interns 951 00:41:02,990 --> 00:41:04,820 that I'm very interested in is actually 952 00:41:04,820 --> 00:41:09,030 having them do prototypes to test ideas that the company has 953 00:41:09,030 --> 00:41:12,724 for future plans and to get a good feel for that. 954 00:41:12,724 --> 00:41:14,140 Because I think it could encompass 955 00:41:14,140 --> 00:41:16,681 lot of things that are great for interns-- being able to have 956 00:41:16,681 --> 00:41:18,740 a project, being able to deliver on things, 957 00:41:18,740 --> 00:41:21,510 and then also being able to have something 958 00:41:21,510 --> 00:41:24,180 that may have some progress going forward 959 00:41:24,180 --> 00:41:25,430 in a project that is released. 960 00:41:25,430 --> 00:41:26,971 JENNA HOSTEIN: That being said, a lot 961 00:41:26,971 --> 00:41:29,390 of times, we think about internships as kind of an all 962 00:41:29,390 --> 00:41:30,510 or nothing type thing. 963 00:41:30,510 --> 00:41:33,070 But a lot of us could use somebody 964 00:41:33,070 --> 00:41:36,320 a couple of hours a week to help out with things here or there. 965 00:41:36,320 --> 00:41:39,930 So if you genuinely are looking for the experience-- and again, 966 00:41:39,930 --> 00:41:42,969 I hate not paying people-- but if you do just 967 00:41:42,969 --> 00:41:45,010 want some experience working with an Indie studio 968 00:41:45,010 --> 00:41:48,262 and you're willing to give just a couple hours a week, come 969 00:41:48,262 --> 00:41:48,970 to Boston Indies. 970 00:41:48,970 --> 00:41:51,970 Comes to Boston Unity Group where we're all there. 971 00:41:51,970 --> 00:41:54,090 Come talk about the projects you're interested in 972 00:41:54,090 --> 00:41:56,030 and where you might be interested in helping. 973 00:41:56,030 --> 00:41:58,820 MICHAEL CARRIER: And those things can turn into paid work 974 00:41:58,820 --> 00:42:01,240 as well, as Jenna's intern did. 975 00:42:01,240 --> 00:42:04,537 976 00:42:04,537 --> 00:42:06,421 PROFESSOR: Any last questions? 977 00:42:06,421 --> 00:42:07,762 Three or four. 978 00:42:07,762 --> 00:42:09,762 AUDIENCE: So both of you are located at the IGC, 979 00:42:09,762 --> 00:42:13,680 but the impression I'm getting is that not all the people 980 00:42:13,680 --> 00:42:17,718 you work with are physically in the IGC [INAUDIBLE]. 981 00:42:17,718 --> 00:42:19,972 Can we talk about how you balance that? 982 00:42:19,972 --> 00:42:22,065 And I guess [INAUDIBLE] the whole communications 983 00:42:22,065 --> 00:42:28,639 part of it, but what does that work flow look like with some 984 00:42:28,639 --> 00:42:30,347 of your people right next to you and some 985 00:42:30,347 --> 00:42:31,993 of those people on Skype? 986 00:42:31,993 --> 00:42:32,993 JENNA HOSTEIN: Go ahead. 987 00:42:32,993 --> 00:42:34,917 MICHAEL CARRIER: Want me to go for that one? 988 00:42:34,917 --> 00:42:37,569 JENNA HOSTEIN: Go ahead. 989 00:42:37,569 --> 00:42:39,110 MICHAEL CARRIER: Many of the projects 990 00:42:39,110 --> 00:42:41,300 that I've done have been remote work. 991 00:42:41,300 --> 00:42:43,470 When I was doing Dancing With The Stars, 992 00:42:43,470 --> 00:42:45,010 that was a bunch of people. 993 00:42:45,010 --> 00:42:47,270 So New Hampshire, Oregon and Florida. 994 00:42:47,270 --> 00:42:50,200 995 00:42:50,200 --> 00:42:54,180 Jack Lumber was Manitoba, Canada. 996 00:42:54,180 --> 00:42:57,470 Then my apartment, and then Alex's 997 00:42:57,470 --> 00:42:59,470 apartment as well, before we had the opportunity 998 00:42:59,470 --> 00:43:00,717 to work together. 999 00:43:00,717 --> 00:43:03,050 Typically what you need when you're working remotely is, 1000 00:43:03,050 --> 00:43:05,990 you need a couple of things that are set in stone, essentially. 1001 00:43:05,990 --> 00:43:08,534 You need a schedule, you need deadlines that people actually 1002 00:43:08,534 --> 00:43:11,075 make, and you need to make sure that you have the people that 1003 00:43:11,075 --> 00:43:13,470 are working on those projects be very, very good at time 1004 00:43:13,470 --> 00:43:17,010 management in the sense that they know they have work to do. 1005 00:43:17,010 --> 00:43:20,110 They don't necessarily need to have co-workers working around 1006 00:43:20,110 --> 00:43:22,090 them. 1007 00:43:22,090 --> 00:43:25,960 So what you find is, you find a lot of tools being reused. 1008 00:43:25,960 --> 00:43:28,910 So Google Docs for shared collaboration, 1009 00:43:28,910 --> 00:43:35,010 Trello for task management, and then Skype for group chats, 1010 00:43:35,010 --> 00:43:35,530 I think. 1011 00:43:35,530 --> 00:43:38,030 Or Google-- we've done Google Hangouts as well 1012 00:43:38,030 --> 00:43:39,906 for different projects. 1013 00:43:39,906 --> 00:43:41,280 But essentially, having something 1014 00:43:41,280 --> 00:43:43,910 that allows the team to communicate with each other 1015 00:43:43,910 --> 00:43:45,490 and knowing what the expectations 1016 00:43:45,490 --> 00:43:48,260 are throughout the project. 1017 00:43:48,260 --> 00:43:50,300 Especially when the contracting work is remote. 1018 00:43:50,300 --> 00:43:54,360 Like, I'm going to do the work because I want to get paid. 1019 00:43:54,360 --> 00:43:55,860 I guess it's just a matter of making 1020 00:43:55,860 --> 00:43:58,980 sure you have really good work ethic and a schedule that you 1021 00:43:58,980 --> 00:44:01,654 stick to or update as things change. 1022 00:44:01,654 --> 00:44:03,070 JENNA HOSTEIN: Yeah, it definitely 1023 00:44:03,070 --> 00:44:04,720 varies from person to person. 1024 00:44:04,720 --> 00:44:06,990 But having the right tools to make your life easier 1025 00:44:06,990 --> 00:44:07,570 is crucial. 1026 00:44:07,570 --> 00:44:11,280 So I'm on Skype all the time, and I also use BitTorrent Sync, 1027 00:44:11,280 --> 00:44:13,280 I think is what it's called-- where basically, I 1028 00:44:13,280 --> 00:44:16,550 have a shared folder with my contractors. 1029 00:44:16,550 --> 00:44:18,907 Any time they update a file on their computer, 1030 00:44:18,907 --> 00:44:20,240 it'll be updated on my computer. 1031 00:44:20,240 --> 00:44:21,820 So it's just a very, very easy way 1032 00:44:21,820 --> 00:44:24,549 make sure we have the most recently updated files, 1033 00:44:24,549 --> 00:44:26,090 and don't have to keep renaming them, 1034 00:44:26,090 --> 00:44:29,266 like, final-- final two-- final, really final. 1035 00:44:29,266 --> 00:44:30,640 It just keeps all nice and clear. 1036 00:44:30,640 --> 00:44:33,534 So having the right tools-- just as a few examples, 1037 00:44:33,534 --> 00:44:34,950 because that'll probably be easier 1038 00:44:34,950 --> 00:44:37,860 talk about with Luigi, who is the artist-- we would 1039 00:44:37,860 --> 00:44:40,530 sit down and talk either in person or on Skype 1040 00:44:40,530 --> 00:44:43,265 before every new big major task. 1041 00:44:43,265 --> 00:44:45,390 That made sure that we were both on the right page. 1042 00:44:45,390 --> 00:44:47,410 We both had a similar thing in our heads, 1043 00:44:47,410 --> 00:44:50,880 and any design requirements, I was able to specify. 1044 00:44:50,880 --> 00:44:53,090 He was able to ask questions about some of the things 1045 00:44:53,090 --> 00:44:54,660 I would forget about. 1046 00:44:54,660 --> 00:44:57,990 So making sure you have those regular face-to-face check-ins 1047 00:44:57,990 --> 00:45:01,450 every time you're starting something new is crucial. 1048 00:45:01,450 --> 00:45:06,470 Emma, who is my social media guru, works four hours a week 1049 00:45:06,470 --> 00:45:08,720 and she basically keeps our Twitter and Facebook pages 1050 00:45:08,720 --> 00:45:10,300 updated. 1051 00:45:10,300 --> 00:45:13,660 We check in regularly, if there are any sort of campaigns 1052 00:45:13,660 --> 00:45:14,660 that I want to kick off. 1053 00:45:14,660 --> 00:45:16,652 But part of the reason I brought her on board 1054 00:45:16,652 --> 00:45:18,860 is because every time I would sit down with a Twitter 1055 00:45:18,860 --> 00:45:21,950 account, I'd be like, I have no idea what I'm supposed to say. 1056 00:45:21,950 --> 00:45:23,950 Like, still working on the game. 1057 00:45:23,950 --> 00:45:26,450 And so her job is to come up with creative ways 1058 00:45:26,450 --> 00:45:29,200 to be like, just a reminder, the game is still out there 1059 00:45:29,200 --> 00:45:30,470 and you should purchase it! 1060 00:45:30,470 --> 00:45:32,930 In a way, it sounds like something people 1061 00:45:32,930 --> 00:45:34,760 should be excited about. 1062 00:45:34,760 --> 00:45:36,890 So her job really is to work a little bit more 1063 00:45:36,890 --> 00:45:39,174 independently and come up with that stuff on her own, 1064 00:45:39,174 --> 00:45:41,090 but then there are some times, like, I totally 1065 00:45:41,090 --> 00:45:43,864 want to steal this NASA ABCs thing-- 1066 00:45:43,864 --> 00:45:45,530 and so I'm going to talk to her about it 1067 00:45:45,530 --> 00:45:47,470 and plan that out and put that together. 1068 00:45:47,470 --> 00:45:49,197 So she does a lot of independent work, 1069 00:45:49,197 --> 00:45:51,280 but then any major projects, we check in for that. 1070 00:45:51,280 --> 00:45:53,124 MICHAEL CARRIER: Not steal-- appropriate. 1071 00:45:53,124 --> 00:45:54,040 JENNA HOSTEIN: Borrow. 1072 00:45:54,040 --> 00:45:54,540 Borrow. 1073 00:45:54,540 --> 00:45:58,549 1074 00:45:58,549 --> 00:46:00,340 PROFESSOR: Thank you so much for your time. 1075 00:46:00,340 --> 00:46:01,381 JENNA HOSTEIN: All right. 1076 00:46:01,381 --> 00:46:02,204 Thank you. 1077 00:46:02,204 --> 00:46:05,225 [APPLAUSE] 1078 00:46:05,225 --> 00:46:07,725 PROFESSOR: You can go ahead and keep the microphone on, just 1079 00:46:07,725 --> 00:46:08,800 in case. 1080 00:46:08,800 --> 00:46:11,577 So we've got a five minute break. 1081 00:46:11,577 --> 00:46:13,910 Come back down here and sign in if you haven't signed in 1082 00:46:13,910 --> 00:46:15,780 for class yet. 1083 00:46:15,780 --> 00:46:18,030 They're available to play your games if you are 1084 00:46:18,030 --> 00:46:19,260 ready for that sort of thing. 1085 00:46:19,260 --> 00:46:23,950 So if you are, find them, bring them to your computer, 1086 00:46:23,950 --> 00:46:25,094 and have them play. 1087 00:46:25,094 --> 00:46:27,510 MICHAEL CARRIER: We'll leave a bunch of our business cards 1088 00:46:27,510 --> 00:46:28,490 up here. 1089 00:46:28,490 --> 00:46:30,390 If you want to send a portfolio, a resume, 1090 00:46:30,390 --> 00:46:32,134 just get some feedback, please feel free. 1091 00:46:32,134 --> 00:46:33,800 I'll answer any email that comes my way. 1092 00:46:33,800 --> 00:46:35,070 PROFESSOR: And I'm going to email this out to them, 1093 00:46:35,070 --> 00:46:35,970 I haven't done it yet, but there's 1094 00:46:35,970 --> 00:46:37,390 a party coming up, right? 1095 00:46:37,390 --> 00:46:37,820 MICHAEL CARRIER: Yes. 1096 00:46:37,820 --> 00:46:38,570 PROFESSOR: Can you mention that? 1097 00:46:38,570 --> 00:46:39,486 MICHAEL CARRIER: Yeah. 1098 00:46:39,486 --> 00:46:41,090 The Indie Game Collective-- there's 1099 00:46:41,090 --> 00:46:42,381 actually two parties coming up. 1100 00:46:42,381 --> 00:46:43,990 PROFESSOR: Mention both. 1101 00:46:43,990 --> 00:46:45,740 MICHAEL CARRIER: The Indie Game Collective 1102 00:46:45,740 --> 00:46:50,280 is having a party at the Aeronaut Brewery in Somerville. 1103 00:46:50,280 --> 00:46:54,030 It's in between Porter and Union. 1104 00:46:54,030 --> 00:46:57,660 It is on December 11, starts at 5:30, goes until 11:30. 1105 00:46:57,660 --> 00:46:59,457 It's Thursday, so you'll probably 1106 00:46:59,457 --> 00:47:01,082 have to leave a little early so you can 1107 00:47:01,082 --> 00:47:03,550 get to class early on Friday. 1108 00:47:03,550 --> 00:47:07,282 But the-- ah, no one laughed, even politely. 1109 00:47:07,282 --> 00:47:09,490 AUDIENCE: I think that's after the last day of class. 1110 00:47:09,490 --> 00:47:10,490 MICHAEL CARRIER: Oh, OK. 1111 00:47:10,490 --> 00:47:11,800 Cool. 1112 00:47:11,800 --> 00:47:15,220 So the collective is doing a bunch of art 1113 00:47:15,220 --> 00:47:16,910 and interactive installations. 1114 00:47:16,910 --> 00:47:19,950 It's games that are not our own games, 1115 00:47:19,950 --> 00:47:21,450 but they're just fun things that we 1116 00:47:21,450 --> 00:47:25,090 wanted to make for the sake of art, 1117 00:47:25,090 --> 00:47:27,070 not necessarily making money. 1118 00:47:27,070 --> 00:47:32,390 Bit Fest Boston will also have 20 old school arcade cabinets 1119 00:47:32,390 --> 00:47:34,660 there. 1120 00:47:34,660 --> 00:47:39,640 We will have a funk band and a food truck 1121 00:47:39,640 --> 00:47:45,660 that has gluten-free, vegan, and non-alcoholic options as well. 1122 00:47:45,660 --> 00:47:49,930 On the Monday following, which I think is December 15th, 1123 00:47:49,930 --> 00:47:54,260 Boston Indies is having their holiday festivus 1124 00:47:54,260 --> 00:47:57,070 where people will be just playing games. 1125 00:47:57,070 --> 00:47:58,714 It'll be some local Indies who'll 1126 00:47:58,714 --> 00:48:00,380 be demoing some games that they've made, 1127 00:48:00,380 --> 00:48:02,470 but we'll also just be playing really fun games 1128 00:48:02,470 --> 00:48:05,800 like JS Joust or Hokra. 1129 00:48:05,800 --> 00:48:07,700 Jenna did an Artemis game last year. 1130 00:48:07,700 --> 00:48:10,577 So who knows what type of table top or digital games 1131 00:48:10,577 --> 00:48:11,160 will be there? 1132 00:48:11,160 --> 00:48:12,410 But it'll be a lot of fun too. 1133 00:48:12,410 --> 00:48:18,240 And that's going to be-- that is in the new Bocoup office. 1134 00:48:18,240 --> 00:48:20,260 Go to bostonindies.com and join the community 1135 00:48:20,260 --> 00:48:23,180 in terms of finding out more information about that. 1136 00:48:23,180 --> 00:48:24,550 I'll be sending it out shortly. 1137 00:48:24,550 --> 00:48:26,470 PROFESSOR: Thanks. 1138 00:48:26,470 --> 00:48:27,860 So take five minutes. 1139 00:48:27,860 --> 00:48:32,526 2:05, 2:10 we're going to take that thing away. 1140 00:48:32,526 --> 00:48:34,005 All right? 1141 00:48:34,005 --> 00:48:35,748 [CHATTER] 1142 00:48:35,748 --> 00:48:47,339