An indie’s crowdsourcing survival guide – 5/31/13

An indie’s crowdsourcing survival guide

Blog by Ryan Casey, High Class Kitsch

Kickstarter is a very odd beast. There are projects hitting all levels of complexity and from just about any kind of people you can imagine. You could see a one man team looking to get a pet project funded for just $500. Then again, you can see Zach Braff asking for $2,000,000 for a new movie. However, no matter the size of the project or who is running it, one thing remains the same: You must find people and convince them that your project is awesome enough to give money to.

I am one of four members of a brand new indie studio, High Class Kitsch. Toward the beginning of April this year, we decided that we should run a Kickstarter campaign to help us release our game, Pandora: Purge of Pride. Nothing too odd about the story so far, right? Well, there are a couple things you should know about High Class Kitsch. When I say we are a brand new studio, I mean it. We originally formed as a student team to work on our senior project at Worcester Polytechnic Institute. That project is what would become Pandora: Purge of Pride, our debut title. This lack of direct, tangible evidence of previously published titles or big-name companies that we had worked for was going to make running our Kickstarter tough.

This wasn’t going to be easy.

However, we went for it. We set a goal of $5000, and I we buckled down for a busy month. I am happy to report that our Kickstarter ended today, and we exceeded our goal, reaching $6101. We are by no means rich off this, but we met each and every one of our goals. Now that we are at the end of our Kickstarter experience, I have some insight for anyone who is planning to fund their game, especially if you are super new like we are.

1.      Know what you are selling

This may seem obvious. You may think, “But Ryan, I’m selling my Minecraft meets Octodad indie mega-hit!” First off, that would be an awesome game. However, that’s not all you are selling. You need to determine what makes your game absolutely incredible/irresistible in the first place. What’s your hook? Why should anyone care about your game? Figure that out before anything else. With Pandora, that was largely our art style. People responded well to the hand-painted look, and they found the Victorian setting unique. Thus, we showed off the art as much as possible.

There’s still more that you are selling though. As much as you need to sell your game, you need to sell yourself. What’s your team’s identity? What makes you interesting? Are you wacky and absurd? Are you a group of “mad scientists”? Where did you come from, and what’s your story? We at High Class Kitsch have a story, and we try to make it something unique. First, we came from being a student team and are now working at what we love full-time. That’s an innately interesting story. It’s also immediately apparent that we are friends and that we work well together, bouncing ideas and jokes off each other at a rapid-fire pace. Further, we make games that are enjoyable by the larger audience of players (eschewing the “bro gamer” or the “hardcore”), and we like to turn gaming tropes on their head a little bit. Finally, we let our sense of humor show in our team name (High Class Kitsch, taking a stab at the idea of games being essentially product-art, or “kitsch”) and in our mascot, Kitschy Kitty. Once you have the identity for your team and your game figured out, you can move on to actually working on your Kickstarter campaign.

2.      Form relationships with other teams on Kickstarter at the same time as you

Working with people proved invaluable while we ran our campaign. Indies love helping out other indies and seeing them succeed. In that spirit, I reached out to a handful of indie teams looking to fund their games at the same time we were.

In some cases, I had met the designer before. I had met Mo, the man behind A.N.N.E., at MIGS last November when both of our games were in extremely early stages of development. When I saw he had a Kickstarter going as we did, I sent him a message and asked if he would be interested in cross-promoting. He was, and we ended up referring each of our projects’ backers to the other project. I can’t speak for Mo, but I found this hugely helpful. We got a solid bump in backers and a whole bunch of gamers who may not have heard of us before got to thanks to Mo.

In the end we cross-promoted with four indie games (A.N.N.E., Boon Hill, Magnetic by Nature, and Dog Sled Saga) and a local musician (Danielle Staples). This sort of promotion is great because both parties benefit, but it also helps in the long run by setting up cooperative relationships between your team and other teams around the world.

3.      Keep your backers informed and involved

This point is another one that may seem obvious, but you have to consider how you will inform your backers before, during, and after the campaign. Before you even start, you need to make a good project video. Kickstarter drives this into your head as you are making your project, but, seriously, do it. It’s a great chance to showcase your game and your team’s identity.

Posting regular updates helps a lot too. These will allow your backers to know what your team is up to, what’s coming in the future, and give them an opportunity to post comments. Those comments are great. Pay attention to them and respond in a friendly, informative manner. This will help keep your backers feeling connected to your project.

4.      Use social media

Social media and keeping your backers involved go hand in hand. You probably already have a fair amount of friends, family, and followers on various networks, and you can use them as a springboard. However, do not depend on them. Expand. One particularly useful idea for us was to have a Reddit AMA. Yes, Reddit can have some trolls, but that’s fine. For every troll you get, you get 3 good questions and potential backers. Use this to your advantage. If I learned anything about people during this Kickstarter, it’s that people are much more willing to support you if you actually talk to them openly and honestly.

5.      Use the actual media (a.k.a. Interviews rock!)

I am referring to a couple things when I say the “actual media”. Basically it’s anything where someone else is writing or talking about you, be it in the newspaper, online, in a blog, podcasts, or on the radio. Over the course of our Kickstarter we had a solid amount of interviews with various outlets. These ranged from being the first guests at The d-Pad radio show on UNRegular Radio (our episode isn’t up yet) to a very nice piece on our studio from nJoystic. We had a couple bloggers give us a shout out, and we even had the Worcester Telegram & Gazette cover us (twice!). Do not skip over any opportunity to talk about your game. People want to hear interesting stories, and you can provide them with plenty. Game development is crazy, and is very interesting, especially to outlets that are not directly concerned with games.

That said, this will not just happen for you. Reach out to journalists and bloggers. Arrange deals with Let’s Players or streamers to demonstrate your game. Take the initiative. Not everyone will respond or be able to cover your game. However, some people will be able to and will be more than happy to. The only way to make sure no one covers your game is to not talk to anyone.

Any time you get to talk about your game is another place that will send their readers/viewers/listeners to your Kickstarter.6.      Get your game into the hands of gamers

Gamers love playing games. Gaming is probably their primary hobby. They are excited for something new, and you have that new thing. Go to absolutely every single event that you can demo your game in-person. Nothing is too small or too big.

We were at PAX East this year. Pandora was one of four games being shown at WPI’s booth. That booth was behind the immense Capcom and Double Fine booths, and right next to the very popular Divekick booth. We used this as an opportunity to bring in as many gamers to play the demo we had. While they were playing we would talk to them, get feedback, and generally have a pleasant conversation. There is nothing better for your game than a bunch of gamers playing your game, enjoying it, and then talking about it with other people. I have had people telling me that they were happy to see us on Kickstarter based purely on the demo they played at PAX.

Oh, and remember: anyone can be a gamer. One of our biggest fans at PAX was a woman who hadn’t played games “in ages”, in her own words. However, when she sat down to try out Pandora, she loved it. She said it was the first game she really loved since the classic adventure games of the early 90’s. Another huge fan that we gained at PAX was a kid around 9 or 10. He loved exploring the mansion and hearing Pandora’s narration while his dad helped him with the trickier puzzles. These gamers will be more than happy to back you on Kickstarter as well.

7.      Care about what your Kickstarter page looks like

Back to the actual Kickstarter page. Your Kickstarter needs to look good. This is especially true for games. Taking the time to address small details, such as making your own section headers rather than simply using bold text, will show potential backers that you care. An eye for detail on your Kickstarter page will convince them that you had the same eye for detail while designing your game.

This carries through to your backer video as well. This is one point where we were criticized. Our video didn’t look polished, and that’s largely because it wasn’t. It was a bunch of footage caught on shaky-cam and compiled. My recommendation: find someone who actually knows how to shoot and edit video, and get them to help with your backer video. They will do a much better job that you will.

8.      Set reasonable goals, but add some crazy ones too

Ah, here comes the ever-thrilling topic of money. How do you determine what your goal should be? How do you set backer rewards? What actually works?

You need to form a budget. There is absolutely zero way around this. Crack open Excel and start documenting every single expense that you need to cover with your Kickstarter. What software and licenses do you need? What legal fees do you need to pay? Don’t forget any hardware you might need as well.

Then, look at how much you should have for yourself, if you plan to cover any development-time costs with your Kickstarter. A good formula is as follows:

Cost = (Amount of money you need to live on/month) * (months to develop game) * (# of people)

We were lucky in that regard, in that we got to do a lot of our development while still students at WPI, and that counted for school credit. If you are developing games full time, however, this will likely be your greatest cost.

Then you have to create rewards and budget for them. As a general rule of thumb, you should spend 15-20% of a given reward level on the reward you are giving to the backer. This ensures that you are making money, but the backer is getting a good value reward. Another fun fact to consider: the most common level backers will go with on Kickstarter is $25. However, you can bump up that average (as we did, to ~$35) by offering some creative rewards for higher backer levels. These rewards should include something that actually involves the backer in the game somehow. Maybe they get to be an exclusive beta tester. Maybe you include them in-game somehow (we offered portraits of them to be included in Pandora’s mansion). This is where you can get really creative, so have fun! Which leads me to my final point…

9.      GET PUMPED!

Get really pumped! And stay pumped! The best way to get people excited about your game, your Kickstarter, and just about anything that you do is to show that excitement yourself. Think about this: you are making a video game that other people can play. It will be distributed via a massive network of computers, and funded by a worldwide audience of awesome people. Even a generation ago, this would have been essentially impossible. You are doing something awesome, so you should definitely show your genuine enthusiasm in everything that goes into your Kickstarter. It may seem cheesy, but it helps. People get excited when they can tell someone is doing something they love.

Setting up and running a Kickstarter is not easy. Not at all. It is worth it though. Hopefully this helps some of you out there who are going to fund your projects on Kickstarter in the future!

P.S. Kicktraq is a super useful resource for you once your Kickstarter has started. Check them out.

Ed. Note – High Class Kitsch is currently working out of MassDiGI’s summer accelerator space at Becker College. This post originally appeared on their website.

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Summer in the city (#gamedev style) – 5/8/13

Summer in the city (#gamedev style)

Blog by Tim Loew, Executive Director, MassDiGI

It is that time of year again! MassDiGI’s 2013 Summer Innovation Program (SIP) is just around the corner. Beginning on May 21st, 22 students  representing 10 colleges and universities – Northeastern, Berklee, UMass Lowell, WPI, Becker, Hampshire, RISD, Champlain, RPI and Union – will join us in the game lab on Becker’s campus in Worcester for what is the most immersive (and fun) game development internship program in the region.

This year, for the 22 positions, we received 84 eligible applications from students, both undergraduate and graduate, representing 24 colleges and universities. That’s an increase of 29 applications over last year.  Needless to say, this is a very competitive program and selecting participants from such a high-achieving, talented applicant pool was a challenge.

The 7 women and 15 men taking part in SIP can expect, to paraphrase one of last year’s participants, “one of the best, if not the best, learning experiences you’ll have.” With support from veteran game industry staff, mentors, entrepreneurs and advisors, the students will be working on 4 great team projects. The projects are: Wobbles (winner of the best entertainment game – student category at this year’s Game Challenge), a collaborative project with NeuroScouting, a collaborative project with the Indie Game Collective and a collaborative project with Zeebi Lab (runner-up for the best online game (serious) at this year’s Game Challenge).  We think this mixture of projects will be really exciting for all the student artists, programmers, designers and producers.

In addition to these great projects, students, who receive a stipend as well as free residence hall housing courtesy of Becker, will have the opportunity to visit area game development studios, attend game industry meet-ups and events.

From time to time during the course of the summer, SIP teams will be blogging about their projects, business models, technology challenges, design choices, art styles, team dynamics, mentor sessions etc.  so keep an eye out for some cool posts. And like last year, we’ll be holding an Open House in early August where teams will demo their work.  Follow us on Twitter @MassDiGI or like us at FB/massdigi for updates all summer long!

5/18/13 – Update – A student from UMass Lowell received great news and will not be in SIP this summer. Therefore, in the program at this time there will be 21 students representing 9 colleges and universities.

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Winners! – 3/2/13


Blog by Tim Loew, Executive Director, MassDiGI

Congratulations to the 44 competing teams and all the attendees, mentors, judges, volunteers and sponsors who spent two great days great days of talking, pitching, working and playing at Microsoft NERD for the 2013 MassDiGI Game Challenge! Winners this year are:

Grand Prize Winner
82 Apps – PWN – Erik Asmussen Best Online Game
Winner – Pathogen – Birnam Wood Games
Runner-Up – Zeebi Lab (HMS)
Student -Best Entertainment Indie – Best Entertainment
Winner – Play Nimbus (Becker) – Wobbles Winner – 82 Apps – PWN
Runner-up – MindSquid (Champlain) – Quibly Ball Runner-Up – Birnam Wood Games – Pathogen
Hon. Mention – Pandora (WPI) Hon. Mention – Popcannibal – Capt. Astronaut’s Last Hurrah
Best Student – Serious Best Indie – Serious
Winner – Small Victims (UMMS) Winner – Depression Quest
Runner-Up – Lazarus Taxxon (Becker) Runner-Up – Subaltern – Neocolonialism
Student – Entertainment Indie – Entertainment
Pandora 82 Apps
Play Nimbus Birnam Wood Games
MindSquid Music Factory
Mustachio (NU, Binghamton) Popcannibal
Student – Serious Indie – Serious
Lazarus Taxxon Depression Quest
Small Victims Subaltern
Honorable Mention – Finalists
Zephyr (Becker) Part 12 Studios
Glyphic (Becker) Interactive Audio Fiction
Zeebi Lab

We wanted to get this posted as soon as possible.  See our news feed for more information!


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Spend your summer with MassDiGI – 2/8/13

Spend your summer with MassDiGI

Blog by Tim Loew, Executive Director, MassDiGI

Are you studying game design, development, art, production, music, or programming etc? Entering your sophomore, junior or senior year at a regionally accredited college or university? Want to spend your summer working on games, learning a ton, getting paid, living for free, meeting new people and having a great time? Yes? Then, do we have something for you: The 2013 MassDiGI Summer Innovation Program! We call it SIP, for short.

Last summer, we received 55 eligible applications. Of the 55, 18 students ultimately were admitted representing 9 different colleges and universities including RPI, Springfield, WPI, Becker, Mt. Ida, Northeastern, Berklee, Champlain and Mt. Holyoke. In addition, student volunteers from Becker, Emerson and Binghamton are also involved. You can read all about last summer by clicking back through our blog or visiting the 2012 SIP Archive page.

Here are just a few comments from last year’s SIP’pers:

  • “I learned an absurd amount of new things this summer.”
  • “I MADE A GAME!”
  • “Overall, I suspect the SIP is one of the best, if not the best, learning experience I’ll have at college.”
  • “The mentors and the company visits were by far the best part of the program.”

This summer, we hope to admit up to 24 students and accomplish even more! For all the details and a link to the 2013 application, please click here.

When applying, please keep in mind that this is a competitive process. Only the best mix of students with the right skills and talents will be accepted.

SIP has everything you need as a student to kick-start your game development career:

  • A chance to work on a game prototype from the ground up
  • Work with a team of students to help create the “next big thing”
  • Industry mentors to help guide you
  • A free place to live and a stipend

This is not just another internship, but a chance to hold the fate of a game in your hands.  There are mentors and faculty to help you, but in the end it is up to your team to build a successful game.

The 2013 SIP application period opens February 1, 2013 and closes April 5, 2013. Successful applicants will be informed by April 15, 2013. The 2013 SIP runs from May 21, 2013 to August 9, 2013.


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Would you like to write a blog? – 12/7/12

Would you like to write a blog?

Blog by Tim Loew, Executive Director, MassDiGI

MassDiGI is proud to announce an exciting collaboration with the Boston Globe and on the establishment of a regional game industry blog for The Hive. In order to support this effort, MassDiGI has committed to organizing gratis, crowdsourced content from local game ecosystem authors, curating and editing the submissions and feeding them to The Hive for posting.

Over the next several weeks, MassDiGI will be gathering a handful of posts, testing and producing guidelines/FAQs for prospective authors. The goal is to have a steady flow of cool content organized for an official launch by mid-January 2013.

The first test post, published today, “Making a game of “Game of Thrones””, by Disruptor Beam CEO Jon Radoff can be viewed here.

This is great opportunity for everyone from studios and campuses across the region to let the world know about the amazing work and research being done right here in Massachusetts. If you have an interest in writing a blog, please contact me (timothy.loew(at) for more information.

12/19/12 Update – Blog submission guidelines can be found here.

1/18/13 Update – Other test posts to date include: “The big payoff when video games are free” by MassDiGI’s Monty Sharma; “I was a teenage congressman” by Muzzy Lane’s Chris Parsons and “With a little help from my friends: a day in the life of a game developer” by The Tap Lab’s Dave Bisceglia.

2/8/13 Update – The State of Play blog is live and can be found here.


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Prioritized Examination – 12/4/12

Prioritized Examination: How It Can Give Game Developers a Competitive Advantage

Guest blog by Chinh Pham, Patent Attorney and Shareholder, Greenberg Traurig – Boston

 In the fast-paced world of video gaming, developing a strong patent strategy can provide video game companies with a competitive edge.  The U.S. Patent and Trademark Office (USPTO) provides a number of options to expedite the patenting process.  Video game companies should weigh the benefits of a new USPTO program called Prioritized Examination. The Prioritized Examination (PE) process allows a patent application to be placed on an expedited track where a final disposition will be provided within 12 months of filing.  For a nominal fee of $4,800 ($2,400 for small entities), this can be a quick, inexpensive option for removing the application from the traditional route where it now must wait in queue for 2-4 years on average before it is examined.

Because issued patents enjoy a presumption of validity, and have a more defined scope of claim coverage than pending applications, those applications that issue as patents quickly will enable inventors and companies to more effectively market and protect their products that may be constantly subject to improvements, redesigns and replacements.

PE is valuable to video game companies that are seeking to leverage patent rights to establish and maintain their competitive position in a fast-changing market.  In particular, with an issued patent, a startup video game company will be better positioned for investment considerations; a growth-stage video game company may be enabled to identify more partnership and cross-licensing opportunities; and an established video game company will be able to better defend itself against potential infringers.  Again, because issued patents have less uncertainty than pending applications, they are viewed more favorably by investors and licensees, while being more deterrent to infringers.

To maximize the benefits of PE, video game companies should start reviewing their patent strategies to identify any pending innovations or developments that can take advantage of expedited examination.  Should companies decide to file new patent applications, attention should be taken in regards to the most relevant prior art, while it is suggested that a set of claims focusing on features best likely to be allowed be presented in the applications to minimize any procedural barriers.

As the trend in gaming continues to shift toward mobile, social, and interactive games, game developers should consider developing an intellectual property protection strategy in the US.  Video game companies should also weigh the benefits of Prioritized Examination. In the end, developing a strong patent strategy can provide game companies with the edge they need to succeed against the competition.

Greenberg Traurig’s Video Gaming and Interactive Media Team will keep you informed of new patent reform provisions that impact your ability to build a strong intellectual property portfolio. For more information, feel free to contact me directly at

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Rise of the Midcore Mobile Market or “Here we go again” – 11/26/12

Rise of the Midcore Mobile Market or “Here we go again” 

Guest blog by Mike Levine, CEO, HappyGiant Media

Rapid change is a way of life in the modern mobile gaming market. Perhaps in a few years we will look back on these times as turbulent and hectic, as future markets mature and settle into more predictable patterns. But if that’s the case, I see few signs of that future on the near horizon. However, are starting to see certain new patterns emerge – some encouraging as the market grows, others more disturbing, as big publishers begin to fight over what they perceive as the biggest slice of the pie.

The Past

For the purpose of this article, let’s divide the history of the recent smartphone mobile gaming era into phases.

Phase 1 we can safely call “paid apps” (i.e. Angry Birds). These are games where you paid a fee, usually $.99, and bought an app, and that was it. Of course that was too simple. We had to make things more complicated.

The Present

While the paid app market still exists and is very viable, the clear trend is the rise of the next phase,, “free-to-play”. Free-to-play encompasses several concepts, mainly “IAPs” or In-App Purchases” which show up in the form of purchasing virtual goods, or virtual currency to buy functional or decorative items or other enhancements to a free game.

We should also mention an emerging grey area, called “Paymium” where the app still costs an upfront fee, but has IAP’s inside it as well. In my humble-less opinion, this model really has overtaken Phase 1, as we see many top paid apps like Angry Birds selling items within the game now.

And yet a clear business strategy to a small or medium developer is far from obvious. We hear and read undeniable statistics about the rise of free-to-play ( ), however at the same time, we read counter trend stories about developers abandoning free-to-play and moving back to the paid model ( Or we read of developers making insane amounts of money off free apps ( and at the same time read stories of developers barely able to make ends meet by making apps ( What’s going on here?

This makes it a very confusing time to be small or mid size developer. Do you go with the trends and compete with the onslaught of free-to-play midcore games and hope your app sticks out? Or do you go anti-trend, whether it be a paid app, or casual experience not aimed for the hard or midcore markets?

The rise of mobile has changed the games industry eco-system …. or has it? This has always been a hit driven industry, like any entertainment industry. What has undeniably changed is the barrier to entry. It’s much easier and more affordable to make mobile games than it ever has before. Thus, the playing field is vastly more crowded than it’s ever been. This makes it harder on everyone. But it also allows those with deep pockets, to eventually dominate the majority of the market, and as a result define the majority of what the market is.

Rise of the “Midcore”

Out of the ashes of the paid, and the rise of free-to-play model, we see another trend, which in my opinion is slightly disturbing. The big publishers seem to have decided that the real money in this new market is in what’s being called “midcore” games. They are not wrong about this. CSR Racing, Clash of Clans and others – these are high quality games and appeal to what we used to and still call, “hard core” gamers, as well as some younger and non hard core gamers, thus the term, midcore. The theory being (and it’s proving itself out), is that these midcore mobile players are a more reliable and consistent form of revenue than “casual” gamers. These games, along with massive licensed titles (i.e. The Simpsons) are starting to dominate the mobile charts.

Does this sound familiar to anyone? It should. This is exactly what the game industry has done again and again over the years, giving up on markets that had so much potential, yet didn’t make as much money as the big ticket AAA games, and thus were eventually abandoned. “Edutainment” titles from The Oregon Trail to Carmen San Diego came and went. Kids titles on consoles withered up. For whatever reason, women and children have never been a high priority to big game publishers, minus a few exceptions (i.e. The Sims). And what we were left with, were consoles that by and large appealed to the hardcore market only.

Does this mean the end of titles like Angry Birds, Cut the Rope or Where’s My Water? I highly doubt it. But I do think you will see less of them. We already are. And to succeed, like always, they will have to be very, very good.

So what’s a small or medium sized developer to do? You either go with the trends, and make a midcore, free-to-play game, which now puts you squarely in competition with some very big companies. Companies who certainly have deeper pockets and commitment to fund games and acquisition campaigns. Or, you can go anti-trend, with all the risks mentioned above and more. At my new company HappyGiant, for our first original title we opted to go anti-trend. Our iOS and soon to be Android app, “Dolphin Paradise: Wild Friends” ( is a free-to-play high end pet simulation game, where players collect and play with wild dolphins in a beautiful tropical setting. The game is in 3D and due to dynamically generated water and more, only works on newer devices. We decided to aim high, as we see a big push to quality on these mobile devices happening. We didn’t want to make just another 2D iso game. For us it’s still too early to tell how this strategy will work out – but having done a lot of work with toy companies in our past, and being parents as well, we still very much believe in kids and that kids love playing with apps on tablets and smartphones. So we wanted to make something magical the whole family could share in together, and we are very happy with the results!

Anyone who has kids knows these devices are transforming entertainment (for young and old) It would be a shame if the game industry, once again, turned its back on the casual market, where it seems more viable than ever given the mainstream proliferation of these devices. These are no longer just game machines, or primarily owned by gamers, even though games make the majority of the profit on them. Hitting the home run in the casual market may be more difficult or hard to predict, but this doesn’t mean we should give up on it. Those who don’t will be in a position to dominate that side of the market. The alternative is a market dominated by a sea of clones all aiming for a similar type of player and controlled by publishers who will dominate the charts through big money acquisition campaigns. Hopefully if anyone understands fostering a mentality of “Thinking Different” it will be Apple. The mainstream market is too big to ignore, even if the large game publishers don’t yet see that.

You can follow Mike and HappyGiant @HappyGiantMedia and Dolphin Paradise: Wild Friends @DolphinApp.

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The Importance of Community – 11/2/12

The Importance of Community

Guest blog by Jonathon Myers, Narrative Designer for Game of Thrones Ascent by Disruptor Beam

Jonathon Myers at the 2012 Boston Festival of Indie Games

Due to recent events — the closing of 38 Studios and Zynga Boston, layoffs at Turbine, and the impossible-to-miss purchase of LucasArts by Disney — the prospect of working in the games industry must be scary to those considering it as a career. It may appear unstable, which is partially true… Our dependency on technology means massive disruptions on a semi-regular basis. People speculate: Are MMO’s dead? Is the Facebook game audience shrinking? Should everyone drop everything and invest in mobile? What’s going on with that OUYA thing anyway? I won’t pretend to know the answers. What I do know is that in the midst of all disruption and change, a member of the game development industry can look to one thing that ties it all together: community.

We have an incredible game development community here in Massachusetts. For the sake of reference, I’m listing many of my favorite meetups below. I’m sure there are many more. Game development or tech innovation events take place a couple times a week most weeks out of the year. If you have a T-pass, you have access to a network and the local exchange of larger ideas. At a time when most headlines would lead one to believe that opportunities are sparse, attending these events will show you that there is a strong community looking out for each other with jobs and opportunities shared as announcements. Participating in a conversation and exchanging cards at these events is often a great way to find employment and sometimes better than anonymously emailing an HR department. At these events you can also obtain knowledge of industry trends the same as you would from studying a trade publication. Panels gather to showcase industry talent as they discuss relevant topics and current events. Local companies will share their findings and offer up postmortem lectures so that others can learn from both their mistakes and successes. Game development meetups in Boston function like a migratory agora.

I’m very proud to be a part of the Boston game development community and I speak up about this all the time to narrative design peers at the typical annual conferences. When I first decided to put my creative skills to use in making games, I met one person to start out. It was Darius Kazemi, the head of Boston Postmortem at the time. It turns out that Darius was a great person to meet. He learned my name and my interests as a writer and introduced me to people. As I began to attend Boston Postmortem more often, people would come up to me and ask, “Hey, you’re the one interested in narrative, right? Darius said I should talk to you!” I also met Scott MacMillan, who founded an independent game developer movement in this area with other devs like Ichiro Lambe and Eitan Glinert. Ditto with Alex Schwartz and Elliott Mitchell, founders of the Boston Unity Group. I could keep going with this in an attempt to map out more of the scene with which I’m the most familiar, but I think you get my point. By investing time and effort in community events, I quickly learned about the industry I wanted to join from the people in the trenches. I listened to advice and found mentors. I witnessed as the people I came to know tried new things. I observed trends and met co-collaborators at game jams for side projects in order to try out new things. Most importantly, I quickly became part of a large-scale exchange of ideas. I blinked my eyes and everything had changed. I was suddenly one of the people working on projects, building products, and taking the time out to share my experiences at a meetup.

It is very true that circles rise together. The people that you know now will be growing and moving into different positions year after year. If you establish relationships, give to each other, and put time into your community, it will come back to you later. Not only will community participation help you to grow your career, but you’ll also find that a grounded community will be there for you when a disruption occurs or a company goes under. Which will happen. It always happens. But the community remains, tying it all together.

Recent news and the subsequent reaction of this community to those events has brought back to my mind a poem titled Desiderata. It was written by Max Ehrmann in 1927. Here’s the part that keeps coming to mind:

Enjoy your achievements as well as your plans. Keep interested in your own career, however humble; it is a real possession in the changing fortunes of time.

Exercise caution in your business affairs; for the world is full of trickery. But let this not blind you to what virtue there is; many persons strive for high ideals; and everywhere life is full of heroism.

Game Developer Meetups in Metro-Boston:

Boston Game Jams

Boston Indies

Boston Unity Group

Indie Game Collective

International Game Developers Association (IGDA – Boston)

New England Games SIG

Women in Games Boston

And, of course, MassDiGI

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Why Create a Game? – 10/29/12

Why Create a Game?

Guest blog by Peter Caparso, President – North America, Adyen Global Payment Services


Adyen’s Peter Caparso (center) at the 2012 MassDiGI Game Challenge.

Why do you create a game? I like to ask game developers this question and the answers I get back often involve creativity and innovation. What a lot of folks don’t take into consideration when creating their title is how are you going to get paid? Making the next break-through viral game involves intelligence, design and money. If your title doesn’t sell, then you won’t be producing many new titles anytime soon. Take some time now to consider the commercial elements of your release so that when you go to market, you mitigate potential failure points.

The best advice I would give to future developers and publishers is to take a moment and consider your monetization strategy. What markets do you want to reach? What payment methods will you accept? How much is it going to cost you to accept payments? There are many options available to you and if you do a little homework, you can quickly put a payment plan in place that should accommodate your needs. Banks, payment companies and even wallet methods (like PayPal) can all offer you solutions however make sure you find the right partner for your needs.

One last bit of advice, make sure you negotiate some wiggle room when you do sign up with your bank/payment provider so that as business conditions change (i.e. your title is a smash!) you can alter what you pay to allow you to reap the benefit of producing a successful game.

Adyen’s Westborough, MA-based team is always willing to discuss payment strategies. For more information, please feel free to contact me directly at

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New Rules of the Game for Filing Videogame Patents – 10/22/12

New Rules of the Game for Filing Videogame Patents

Guest blog by Chinh Pham, Patent Attorney and Shareholder, Greenberg Traurig – Boston

Greenberg Traurig’s Chinh Pham (right) at the 2012 MassDiGI Game Challenge.

On September 16, 2011, President Obama signed the Leahy-Smith America Invents Act (“AIA”) into law. With this Act, the U.S. patent system is experiencing the most significant reform in more than 60 years. One of the most important changes is the shift from a “first-to-invent” to a “first-inventor-to-file” system. Innovators of video gaming, mobile media, music and social networking technologies need to understand how this new process will impact their ability to protect and monetize their inventions.

Under the former patent system, a video game developer who conceived of a technology first but files a patent application on that technology after a competitor can still be entitled to a patent on that technology. However, in the new first-to-file system, the first applicant to file a patent application is entitled to a patent regardless of who conceived of the technology first.

The first-to-file patent rules will take effect on March 18, 2013. To adequately protect your video game related technology, you may want to consider accelerating the timetable for patent application filings. Video game developers should consider patent strategies early in the design phase rather than waiting for a development of a prototype. This allows you to establish earlier priority dates over subsequent patent filings by your competitors, and can potentially require your competitors take a license to avoid infringing your technology.  The earlier priority dates can also enhance your ability to attract investors.

Greenberg Traurig’s Video Gaming and Interactive Media Team will keep you informed of new patent reform provisions that impact your ability to build a strong intellectual property portfolio. For more information, feel free to contact me directly at




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