Juggling Chainsaws: Original IP vs. Work for Hire

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In this 2016 GDC talk, ClutchPlay Games' Amy Dallas talks about balancing work-for-hire projects vs. developing original IP, what she and her team have learned from this process and how they've applied those lessons to maintaining the health of their studio.

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Anxiety maths. Like every interview for games dev as a programmer ever. My response, "you know my job requires google right?" :D

tehfn
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I can't find the talk she mentioned F2P vs Premium the good the bad the ugly. I'm guessing they didn't publish it here on YouTube. Anyone have a link where I can watch it

oopsy
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Looks like Project X is not released yet.

Haos
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I like the part where she went "We made a game that fucking sucks but still managed to make $10k. Conclusion: it's difficult to be in this business, because $10k/year isn't enough".
Are there any examples of indie games that flopped, despite being brilliant?

whatshendrix
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The two thee games i keep playing on mobile are Transport Tycoon port, Angband port and Heroes 3 (via VCMI). I am sorry to say but mobile games are so crappy in general, that I cannot imagine anyone would even bother pirating these...

Haos
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She called thew piracy of her games "a pretty serious loss" but it isn't. It was money they never had in the first place. If you consider piracy as a threat to your income, you are not making good enough games. Which I can only presume is a side effect of making mobile games to survive.

tehfn