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	<title>Podcasts &#8211; IndieGameBusiness®</title>
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		<title>Why Indies Should Care About Web Gaming &#124; Romy Halfweeg, Poki</title>
		<link>https://indiegamebusiness.com/why-indies-should-care-about-web-gaming-romy-halfweeg-poki/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 20 Apr 2026 12:22:35 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
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		<title>Why Your Game Isn’t Getting Covered By Press &#124; Mike Straw, Insider Gaming</title>
		<link>https://indiegamebusiness.com/why-your-game-isnt-getting-covered-by-press-mike-straw-insider-gaming/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 13:13:37 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5924</guid>

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		<title>How to Make Your Game Blow Up Years After Launch &#124; Jo, Owner, JoGameDev</title>
		<link>https://indiegamebusiness.com/how-to-make-your-game-blow-up-years-after-launch-jo-owner-jogamedev/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 16 Mar 2026 13:04:52 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[social media]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5863</guid>

					<description><![CDATA[]]></description>
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		<item>
		<title>How Community Drives Indie Game Marketing &#124; Junae Benne, Benne Media Solutions</title>
		<link>https://indiegamebusiness.com/how-community-drives-indie-game-marketing-junae-benne-benne-media-solutions/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 09 Mar 2026 13:02:38 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5814</guid>

					<description><![CDATA[]]></description>
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		<item>
		<title>How Indies Should Work with the Press in 2026 &#124; Jade King, TheGamer</title>
		<link>https://indiegamebusiness.com/how-indies-should-work-with-the-press-in-2026-jade-king-thegamer/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Tue, 10 Feb 2026 14:13:48 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5623</guid>

					<description><![CDATA[]]></description>
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		<item>
		<title>How Indie Games Actually Get Noticed &#124; Kyle Blessing, Apogee Entertainment</title>
		<link>https://indiegamebusiness.com/how-indie-games-actually-get-noticed-kyle-blessing-apogee-entertainment/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Thu, 22 Jan 2026 13:55:19 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5507</guid>

					<description><![CDATA[]]></description>
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			</item>
		<item>
		<title>What’s Next for IndieGameBusiness and The Powell Group &#124; Jay Powell Live Q&#038;A</title>
		<link>https://indiegamebusiness.com/whats-next-for-indiegamebusiness-and-the-powell-group-jay-powell-live-qa/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 12 Jan 2026 18:49:08 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5470</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
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			</item>
		<item>
		<title>Solo Dev Survival Guide with Nate Purkeypile, Just Purkey Games</title>
		<link>https://indiegamebusiness.com/solo-dev-survival-guide-with-nate-purkeypile-just-purkey-games/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 22 Dec 2025 14:10:51 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5439</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
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			</item>
		<item>
		<title>From Call of Duty to Indie Dev &#124; Jess Feidt, Underwater Fire Games</title>
		<link>https://indiegamebusiness.com/from-call-of-duty-to-indie-dev-jess-feidt-underwater-fire-games/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 15 Dec 2025 17:39:09 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5423</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
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			</item>
		<item>
		<title>How to Get Your Indie Game Funded and Published &#124; Peter Kojesta</title>
		<link>https://indiegamebusiness.com/how-to-get-your-indie-game-funded-and-published-peter-kojesta/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 24 Nov 2025 13:22:46 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[funding]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5322</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
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			</item>
		<item>
		<title>How Games Bring Hope to Kids &#124; April Stallings, Make-A-Wish International</title>
		<link>https://indiegamebusiness.com/how-games-bring-hope-to-kids-april-stallings-make-a-wish-international/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 03 Nov 2025 13:47:15 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5288</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
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		<item>
		<title>How Indies Can Scale with Global Development &#124; Brad Hendricks</title>
		<link>https://indiegamebusiness.com/how-indies-can-scale-with-global-development-brad-hendricks/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 27 Oct 2025 16:46:14 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5232</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[
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		<item>
		<title>Why Games as Platforms Are the Future &#124; Alex Seropian</title>
		<link>https://indiegamebusiness.com/why-games-as-platforms-are-the-future-alex-seropian/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 06 Oct 2025 12:12:23 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5073</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we’re joined by Alex Seropian, CEO and Founder of Look North World. Alex shares lessons learned from launching UEFN experiences with Hasbro, Harmonix, Bandai Namco, and Twitch, and unpacks why the idea of games as platforms is more than just [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we’re joined by Alex Seropian, CEO and Founder of Look North World. Alex shares lessons learned from launching UEFN experiences with Hasbro, Harmonix, Bandai Namco, and Twitch, and unpacks why the idea of games as platforms is more than just a passing trend. We’ll dive into the growing influence of Gen-Z and Gen-Alpha, the race to turn popular games into open platforms, and what success will look like in this new era. From cost scaling measures to optimal testing and release cadences, Alex explains why developers now have just 6 seconds to capture player attention. If you want to understand the gaming industry’s shift toward a platform economy—and how to adapt for a world where gamers choose games within games—this is a must-watch.</p>



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		<title>From Kickstarter Failure to Successfully Shipping Shujinkou &#124; Julian Rice</title>
		<link>https://indiegamebusiness.com/from-kickstarter-failure-to-successfully-shipping-shujinkou-julian-rice/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Tue, 30 Sep 2025 15:46:03 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[funding]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=5052</guid>

					<description><![CDATA[In this episode of IndieGameBusiness we’re joined by Julian Rice, Founder and CEO of Rice Games Inc, to talk about the long, challenging, and inspiring journey of bringing Shujinkou to life. From showing the game at Tokyo Game Show in 2019 to navigating a failed [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness we’re joined by Julian Rice, Founder and CEO of Rice Games Inc, to talk about the long, challenging, and inspiring journey of bringing Shujinkou to life. From showing the game at Tokyo Game Show in 2019 to navigating a failed Kickstarter, Julian shares how his team overcame obstacles and kept pushing forward.</p>



<p>We dive into the decision to shift from a 2D platformer to a 3D first-person dungeon crawler with integrated language learning mechanics, and what sets this apart from traditional educational or “edutainment” titles. Julian explains how the team managed development across seven time zones with over 20 part-time teammates, secured Sony and Nintendo development kits without publisher backing, and grabbed enough attention from critics to land Metacritic and OpenCritic scores — a rare feat for self-published indies.</p>



<p>We also talk about the biggest operational challenges, the future of the Shujinkou trilogy, and Julian’s advice for aspiring developers on both the creative and logistical sides of indie development. If you’ve ever dreamed of building and shipping your own game from the ground up, this episode is full of insights and lessons you won’t want to miss.</p>



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		<title>Why Transmedia Needs Games &#124; Fieldman Robinson</title>
		<link>https://indiegamebusiness.com/why-transmedia-needs-games-fieldman-robinson/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 08 Sep 2025 12:02:30 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4985</guid>

					<description><![CDATA[In this episode, we’re joined by Fieldman Robinson, Co-Founder and Co-Managing Partner at Vertical Voyage, to explore the intersection of games and transmedia storytelling. We break down what transmedia really is, why games are uniquely positioned to lead these experiences, and the common challenges studios [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode, we’re joined by Fieldman Robinson, Co-Founder and Co-Managing Partner at Vertical Voyage, to explore the intersection of games and transmedia storytelling. We break down what transmedia really is, why games are uniquely positioned to lead these experiences, and the common challenges studios face when expanding their IP across formats.</p>



<p>Fieldman also shares practical strategies for adapting games into other media and vice versa, tips for navigating rights and licensing, and how to unlock long-term monetization across platforms. Whether you&#8217;re a developer, producer, or IP owner, this conversation offers a wealth of insight into building and sustaining transmedia franchises.</p>



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		<item>
		<title>Immersive Worlds and Indie Soundscapes &#124; Sam Striker</title>
		<link>https://indiegamebusiness.com/immersive-worlds-and-indie-soundscapes-sam-striker/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 11 Aug 2025 19:57:55 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[development]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4904</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we sit down with Sam Striker, Co-Founder and CEO of Native Darkness, to unpack the journey of building immersive audio-first games and what makes sound such a powerful force in storytelling. Sam walks us through the origin story of Native [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we sit down with Sam Striker, Co-Founder and CEO of Native Darkness, to unpack the journey of building immersive audio-first games and what makes sound such a powerful force in storytelling. Sam walks us through the origin story of Native Darkness and their partnership with Ovani Sound. We explore the value of interactive audio, the differences between working with a dedicated audio studio versus an in-house team, and why custom sound design can make or break a game experience. We also dive into broader trends in game audio, the role of royalty-free vs. bespoke audio, and the importance of networking in the indie dev space. Whether you&#8217;re a solo developer or a growing team, Sam’s insights into building relationships, creating immersive worlds, and staying ahead in audio innovation will leave you inspired.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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		<title>Unlocking the Mysteries of Game Scouting &#124; Meg Clarke</title>
		<link>https://indiegamebusiness.com/unlocking-the-mysteries-of-game-scouting-meg-clarke/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 14 Jul 2025 12:28:27 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4846</guid>

					<description><![CDATA[Join Meg Clarke, Senior Game Scout at Team17, as she shares insights into the intriguing world of game scouting and provides valuable advice on how to build a career in this field on this episode of IndieGameBusiness. Meg aims to demystify the process of becoming [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Join Meg Clarke, Senior Game Scout at Team17, as she shares insights into the intriguing world of game scouting and provides valuable advice on how to build a career in this field on this episode of IndieGameBusiness. Meg aims to demystify the process of becoming a scout and dispel common misconceptions surrounding the role, encouraging individuals from diverse backgrounds to consider themselves eligible based on their unique personalities and soft skills. Discover the intricacies of game scouting as Meg offers a behind-the-scenes glimpse into the responsibilities, challenges, and rewards of the job. Gain valuable insights into what it takes to succeed as a scout and learn about the best and worst aspects of the profession from someone who&#8217;s been on the front lines. Stay connected with Meg Clarke to access more insider perspectives on game scouting and industry insights.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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		<title>How to Make the Perfect Pitch Deck for Your Indie Game &#124; Chris White</title>
		<link>https://indiegamebusiness.com/how-to-make-the-perfect-pitch-deck-for-your-indie-game-chris-white/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Wed, 02 Jul 2025 13:14:25 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Pitching]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4841</guid>

					<description><![CDATA[In this episode, we&#8217;re thrilled to have Chris White, SVP of Business Development and Content Acquisitions at Green Man Gaming, sharing insights on &#8220;How to Make the Perfect Pitch Deck for Your Indie Game.&#8221; Throughout our discussion, Chris will provide valuable tips on crafting an [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode, we&#8217;re thrilled to have Chris White, SVP of Business Development and Content Acquisitions at Green Man Gaming, sharing insights on &#8220;How to Make the Perfect Pitch Deck for Your Indie Game.&#8221; Throughout our discussion, Chris will provide valuable tips on crafting an effective pitch deck. We&#8217;ll explore questions like the ideal length for a pitch deck, how to address a lack of experience, and the importance of conveying financial information even if numbers seem daunting. Chris will share advice on following up with a publisher after sending a pitch, handling changes to your project, and transitioning from unsuccessful pitching to self-publishing. We&#8217;ll also discuss common issues seen in pitch decks and strategies to avoid them.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: How to Make the Perfect Pitch Deck for Your Indie Game" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/4qUTHe2nMys2AEJimt2h3u?si=z_p_uE0yQRKpTWh0uOJu1g&#038;utm_source=oembed"></iframe>
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		<title>State of Pitching in 2025 &#124; Yves Le Yaouanq</title>
		<link>https://indiegamebusiness.com/state-of-pitching-in-2025-yves-le-yaouanq/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 16 Jun 2025 12:52:38 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[publishing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4813</guid>

					<description><![CDATA[In this episode we’re joined by Yves Le Yaouanq, Chief Content Officer at Focus Entertainment, for a deep dive into the current state of pitching, publishing, and investment in the games industry. Yves shares his perspective on how the landscape has evolved in 2025, what [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode we’re joined by Yves Le Yaouanq, Chief Content Officer at Focus Entertainment, for a deep dive into the current state of pitching, publishing, and investment in the games industry. Yves shares his perspective on how the landscape has evolved in 2025, what publishers are really looking for, and how developers can set themselves apart. </p>



<p>We explore the art and science of pitching in today’s market—what works, what doesn’t, and how developers can improve their odds of success. Whether you&#8217;re new to pitching or looking to refine your approach, this episode offers an inside look into how major publishers think and operate in a rapidly changing environment.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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		<title>Inside WIGI: How Women in Games International Is Shaping the Future &#124; Joanie Kraut</title>
		<link>https://indiegamebusiness.com/inside-wigi-how-women-in-games-international-is-shaping-the-future-joanie-kraut/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 16 Jun 2025 12:49:55 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4810</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we sit down with Joanie Kraut, CEO of Women in Games International (WIGI), to explore how the organization is building a more equitable and inclusive gaming industry. Joanie shares the mission behind WIGI, the impact of their initiatives, and what [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we sit down with Joanie Kraut, CEO of Women in Games International (WIGI), to explore how the organization is building a more equitable and inclusive gaming industry. Joanie shares the mission behind WIGI, the impact of their initiatives, and what the future looks like as they approach their 20th anniversary in 2025. </p>



<p>We also discuss how WIGI actively supports women and marginalized genders, key programs and partnerships, and what allies in the industry can do to contribute meaningfully. Whether you&#8217;re a developer, publisher, or player, this episode is packed with insight on how the community can create lasting change.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: Inside WIGI: How Women in Games International Is Shaping the Future | Joanie Kraut" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/3HqJ7Tu8CfYgaHwslobokT?si=xjULioitRSeCO0Ey0jrOvg&#038;utm_source=oembed"></iframe>
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		<title>Doing More with Less: Sustainable Indie Marketing Strategies &#124; Mike Gallagher</title>
		<link>https://indiegamebusiness.com/doing-more-with-less-sustainable-indie-marketing-strategies-mike-gallagher/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 16 Jun 2025 12:47:06 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4807</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we’re joined by Mike Gallagher, Founder of Untitled Advertising Lab, to talk about the evolving marketing landscape for indie studios. Mike shares how his team helps game developers unlock incremental revenue from older titles and support self-publishing efforts when traditional [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we’re joined by Mike Gallagher, Founder of Untitled Advertising Lab, to talk about the evolving marketing landscape for indie studios. Mike shares how his team helps game developers unlock incremental revenue from older titles and support self-publishing efforts when traditional publishing and VC routes fall short. </p>



<p>We dive into what “doing more with less” really means in the current market, why marketing paralysis is so common, and how studios can overcome it without a massive budget. Mike also explains why chasing virality can backfire, and why marginal gains and meaningful engagement drive long-term success. We also explore key metrics that matter when playing the long game, the broken parts of the launch model, and what he’s learned from working with titles like Slugterra, AdCom, and Bulletstorm. This is a must-listen for studios looking to build sustainable momentum in today’s crowded industry.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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		<title>From Content Creator to Community Manager &#124; Jack Pattillo</title>
		<link>https://indiegamebusiness.com/from-content-creator-to-community-manager-jack-pattillo/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 05 May 2025 13:26:58 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4530</guid>

					<description><![CDATA[Join us for an engaging conversation with Jack Pattillo, Community Manager at Channel37, as he shares his journey from content creation to community management. After 15 years at Rooster Teeth, Jack delves into the evolving landscape of gaming, how to foster a thriving community, and [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Join us for an engaging conversation with Jack Pattillo, Community Manager at Channel37, as he shares his journey from content creation to community management. After 15 years at Rooster Teeth, Jack delves into the evolving landscape of gaming, how to foster a thriving community, and his experience working remotely with a company based overseas. In this episode, Jack offers insights into life after Rooster Teeth, discusses the industry’s rapid changes over the decades, and highlights the unique challenges and rewards of building and nurturing a dedicated gaming community.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: From Content Creator to Community Manager | Jack Pattillo" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/2E8KBT3q9xS9xwnTfW12sa?si=rgoq72vOSf6aYvzkfJ3DdA&#038;utm_source=oembed"></iframe>
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		<title>Serious Games, Real Impact &#124; Jennifer Javornik</title>
		<link>https://indiegamebusiness.com/serious-games-real-impact-jennifer-javornik/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Mon, 28 Apr 2025 14:05:02 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4475</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we sit down with Jennifer Javornik, Chief Partnerships Officer at Filament Games, to explore the impactful and fast-growing world of serious games. Jennifer breaks down what serious games are, who they&#8217;re for, and why this corner of the industry is [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we sit down with Jennifer Javornik, Chief Partnerships Officer at Filament Games, to explore the impactful and fast-growing world of serious games. Jennifer breaks down what serious games are, who they&#8217;re for, and why this corner of the industry is gaining serious momentum.</p>



<p>We dive into the types of games Filament creates, the company’s main sources of business, and how they successfully connect with clients across industries. Jennifer also highlights emerging markets in serious games, including education, training, health, and workforce development—and explains how developers can tap into this growing space.</p>



<p>Whether you&#8217;re a dev curious about non-entertainment games or just looking to learn more about the intersection of play and purpose, this episode is full of practical knowledge and inspiration.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: Serious Games, Real Impact | Jennifer Javornik" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/0RdzVd6jVJEOJW13WNp2Su?si=ad9sAdHdS1G_lJRFvALCIw&#038;utm_source=oembed"></iframe>
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		<title>The State of the Industry: Data-Driven &#038; Unfiltered &#124; Pontus Mahler</title>
		<link>https://indiegamebusiness.com/the-state-of-the-industry-data-driven-unfiltered-pontus-mahler/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Fri, 11 Apr 2025 20:01:07 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[development]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4400</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we’re cutting through the noise with Pontus Mahler, Managing Director at Agora Gaming Partners, to talk about the real state of the gaming industry—no hype, no fluff, just facts backed by data. Pontus brings a grounded and data-driven perspective to [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we’re cutting through the noise with Pontus Mahler, Managing Director at Agora Gaming Partners, to talk about the real state of the gaming industry—no hype, no fluff, just facts backed by data. Pontus brings a grounded and data-driven perspective to an industry that’s been full of dramatic headlines, speculation, and uncertainty. We dive deep into what the numbers actually say about the market, publishing trends, investment activity, studio closures, and what it all means for indie developers and larger studios alike.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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		<title>The Secrets to Pitching and Publishing Success &#124; Joshua Garrity</title>
		<link>https://indiegamebusiness.com/the-secrets-to-pitching-and-publishing-success-joshua-garrity/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Tue, 11 Mar 2025 19:00:33 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[funding]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=4300</guid>

					<description><![CDATA[In this episode, we sit down with Joshua Garrity, the Head Game Scout at Secret Mode, to uncover the keys to getting your game signed in today&#8217;s competitive publishing landscape. Joshua shares expert insights on pitching, the ideal budget ranges for different types of projects, [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode, we sit down with Joshua Garrity, the Head Game Scout at Secret Mode, to uncover the keys to getting your game signed in today&#8217;s competitive publishing landscape. Joshua shares expert insights on pitching, the ideal budget ranges for different types of projects, and what publishers are really looking for in new games.</p>



<p>We also discuss common mistakes that developers should avoid, red flags in potential publishing partners, and how to position your game for the best possible chance of success. Whether you&#8217;re an indie developer looking for your first publishing deal or an industry veteran refining your approach, this conversation is packed with actionable advice to help you navigate the world of game pitching and publishing.</p>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: The Secrets to Pitching and Publishing Success | Joshua Garrity" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/1l8Q23JSCE8gd214lSgEQB?si=l0LM-BZLQISmY_8F28uiLQ&#038;utm_source=oembed"></iframe>
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		<title>The Future of Interactive Narrative and Social Storytelling &#124; Stephan Bugaj</title>
		<link>https://indiegamebusiness.com/the-future-of-interactive-narrative-and-social-storytelling-stephan-bugaj/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Fri, 28 Feb 2025 14:52:24 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[development]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=3933</guid>

					<description><![CDATA[In this episode of IndieGameBusiness, we sit down with Stephan Bugaj, Chief Creative Officer of Genvid Entertainment, to explore the rapidly evolving landscape of interactive narrative and transmedia storytelling. Stephan discusses how audiences today crave more agency and authenticity in the stories they love, highlighting [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode of IndieGameBusiness, we sit down with Stephan Bugaj, Chief Creative Officer of Genvid Entertainment, to explore the rapidly evolving landscape of interactive narrative and transmedia storytelling. Stephan discusses how audiences today crave more agency and authenticity in the stories they love, highlighting the ways in which meaningful interaction stands out in a media-saturated world.</p>



<p>We delve into questions of how an audience can truly impact a story, what it means for a narrative to resonate across different mediums, and why cross-media “story living” can be both thrilling when done right—and off-putting when done wrong. Stephan also shares his perspective on how traditional storytelling methods are being upended and why we’re still finding the new ways forward.</p>



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<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: The Future of Interactive Narrative and Social Storytelling | Stephan Bugaj" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/0F7v9mbZP6qiUkEtqBZtcv?si=GTp2csLXQjeabzHc-E0eEA&#038;utm_source=oembed"></iframe>
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		<title>From Startup to Success: The Midwest Games Story &#124; Ben Kvalo</title>
		<link>https://indiegamebusiness.com/from-startup-to-success-the-midwest-games-story-ben-kvalo/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Fri, 28 Feb 2025 14:45:33 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=3929</guid>

					<description><![CDATA[In this episode, we sit down with Ben Kvalo, Founder &#38; CEO of Midwest Games, to discuss the journey of building an indie game company from the ground up. Ben shares valuable insights on what his team has learned, where they currently stand, and what’s [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>In this episode, we sit down with Ben Kvalo, Founder &amp; CEO of Midwest Games, to discuss the journey of building an indie game company from the ground up. Ben shares valuable insights on what his team has learned, where they currently stand, and what’s next for Midwest Games.</p>



<p>Ben also opens up about the growth of the company, his favorite moments, and the biggest challenges they’ve faced along the way. This episode is filled with inspiring stories and lessons for aspiring game developers and entrepreneurs looking to make their mark in the industry.</p>



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<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: From Startup to Success: The Midwest Games Story | Ben Kvalo" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/5oZmwG4kf7dwnlVZxQlmqN?si=fGAehCB4S8yR7U-5IaWCXg&#038;utm_source=oembed"></iframe>
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		<title>30 Years in the Game Industry: Stories &#038; Lessons &#124; Jim Hudson</title>
		<link>https://indiegamebusiness.com/30-years-in-the-game-industry-stories-lessons-with-jim-hudson/</link>
		
		<dc:creator><![CDATA[Amy Nehlsen]]></dc:creator>
		<pubDate>Fri, 28 Feb 2025 14:35:24 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Indie Game Industry]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=3921</guid>

					<description><![CDATA[Join us for an insightful conversation with Jim Hudson, a seasoned Freelance Producer with 30 years of experience in the gaming industry. Jim shares his personal journey, the highs and lows of game development, and the valuable lessons he’s learned along the way. In this [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Join us for an insightful conversation with Jim Hudson, a seasoned Freelance Producer with 30 years of experience in the gaming industry. Jim shares his personal journey, the highs and lows of game development, and the valuable lessons he’s learned along the way.</p>



<p>In this episode, Jim reflects on his aspirations before entering the gaming world, the greatest gifts the industry has given him, and the challenges he’s faced throughout his career. While he remains reserved about his most recent project, Stormgate, he shares fascinating anecdotes from his long career, including his favorite projects, biggest heartbreaks, and what he would do differently if he had to start over.</p>



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<div class="wp-block-uagb-advanced-heading uagb-block-96d93aab"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: 30 Years in the Game Industry: Stories &amp; Lessons | Jim Hudson" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/1dsXceJRTXmxj7YyyeMILE?si=QAlv0s0rR-CwoUFcQsBG0Q&#038;utm_source=oembed"></iframe>
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		<title>How to Make the Perfect Pitch Deck for Your Indie Game</title>
		<link>https://indiegamebusiness.com/how-to-make-the-perfect-pitch-deck-for-your-indie-game/</link>
		
		<dc:creator><![CDATA[Katie Logan]]></dc:creator>
		<pubDate>Mon, 22 Jan 2024 15:06:00 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=2715</guid>

					<description><![CDATA[We were delighted to have Chris White, SVP of Business Development and Content Acquisitions at Green Man Gaming, sharing insights on &#8220;How to Make the Perfect Pitch Deck for Your Indie Game.&#8221; In this highlight, Chris shares his expertise on how pitch decks differ when [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>We were delighted to have Chris White, SVP of Business Development and Content Acquisitions at Green Man Gaming, sharing insights on &#8220;How to Make the Perfect Pitch Deck for Your Indie Game.&#8221;</p>



<p>In this highlight, Chris shares his expertise on how pitch decks differ when presented to a game publisher compared to an equity investor.</p>



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<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: How to Make the Perfect Pitch Deck for Your Indie Game" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/4qUTHe2nMys2AEJimt2h3u?utm_source=oembed"></iframe>
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		<title>Make Your Video Game Soundtrack AWESOME!</title>
		<link>https://indiegamebusiness.com/make-your-video-game-soundtrack-awesome/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Tue, 16 Jan 2024 15:12:00 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[development]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=2720</guid>

					<description><![CDATA[We were delighted to have Otis Rachtman from Mind Your Music, to share insights on &#8220;Make Your Video Game Soundtrack AWESOME!&#8221; In this highlight, Otis explores his thoughts about how game soundtracks will expand and evolve in the future. Listen Now]]></description>
										<content:encoded><![CDATA[
<p>We were delighted to have Otis Rachtman from Mind Your Music, to share insights on &#8220;Make Your Video Game Soundtrack AWESOME!&#8221;</p>



<p>In this highlight, Otis explores his thoughts about how game soundtracks will expand and evolve in the future.</p>



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<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: Make Your Video Game Soundtrack AWESOME!" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/5wncZCQYGcme3X3DMZh6ZX?utm_source=oembed"></iframe>
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		<title>Retail Loyalty Programs and Their Benefits</title>
		<link>https://indiegamebusiness.com/retail-loyalty-programs-and-their-benefits/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Thu, 11 Jan 2024 20:11:02 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[marketing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=1396</guid>

					<description><![CDATA[A Blueprint for the Gaming Industry On this week’s episode of IndieGameBusiness™ podcast Jim Mulford from acQyr eXchange was on the show to discuss the rising prominence of loyalty programs within the video game industry. In this short summary we’ll be going over the topics [&#8230;]]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-uagb-advanced-heading uagb-block-913768c9 spectra-gbs-subtitle-21704239192465"><p class="uagb-heading-text">A Blueprint for the Gaming Industry</p></div>



<p>On this week’s episode of IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> podcast Jim Mulford from acQyr eXchange was on the show to discuss the rising prominence of loyalty programs within the video game industry. In this short summary we’ll be going over the topics covered from the origin of these programs and where they are now.</p>



<p>As Jay mentioned in the podcast this idea of loyalty to a brand truly began when Microsoft introduced the Gamerscore system at E3 2005. It created a market in which specific people would go out and specifically buy games just for the ability to improve their gamerscore easily. As the achievement systems were limited at the time of what could even be considered an achievement it is a very different system to the modern console generations version of achievements. This shift in how achievements were handled eliminated this unintentional market but showed companies that a sort of system could be profitable leading to the current loyalty programs we have today.</p>



<p>If you are a consumer of any sort of video game media you have come into contact with one of the many loyalty programs present in the industry. Playstation has PS Plus for online play with free games offered every month as long as you continue to pay for the service, Microsoft has a rewards program alongside Gamepass to promote free products to their consumer, Nintendo has My Nintendo where consumers earn silver and gold coins to use on discounts for games as well exclusive physical merchandise. These are only a few examples as companies such as EA, Ubisoft, Razer, etc. all have programs as well.</p>



<p>Jim mentions that the downfall of a lot of these programs are that they offer too little of a reward or incentive for members to care. He states that the goal of these programs should help provide retention to consumers but many of these programs do not have cross initiatives and only cater to their exclusive audiences rather than offering some sort of partnership with other companies. Loyalty programs can be a great way to keep gamers engaged but many companies have to adapt to the changing ways in which consumers expect certain things from their loyalty services.</p>



<div class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">


<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Achievements in a way served the groundwork for the way companies now have established loyalty programs starting in 2005.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-26028c94"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Loyalty programs are seen throughout the industry with almost every major developer having some form of loyalty rewards for their frequent customers.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-4e47d68e"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Loyalty programs are used to promote retention for the companies as consumers will associate programs with their respective developer.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-b0e84c24"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">These programs need to adapt to the industry and begin offering partnerships as many of these programs are too monopolized for consumers to be truly invested.</span></div>
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<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



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<iframe title="Spotify Embed:  Retail Loyalty Programs and their Benefits - A Blue Print for the Gaming Industry with Jim Mulford " style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/4wc1S4zGGnpghMe1iiJ8eX?utm_source=oembed"></iframe>
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		<title>The Road to System Shock Mini Series</title>
		<link>https://indiegamebusiness.com/the-road-to-system-shock-mini-series/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Thu, 11 Jan 2024 17:40:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=1369</guid>

					<description><![CDATA[Larry Kuperman from Nightdive Studios joined us to talk about the TV adaptation of System Shock. If you are unaware Nightdive Studios mission is to take some of the classics from gaming history and revamp them for a modern audience, System Shock being an example [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Larry Kuperman from Nightdive Studios joined us to talk about the TV adaptation of System Shock. If you are unaware Nightdive Studios mission is to take some of the classics from gaming history and revamp them for a modern audience, System Shock being an example of this and one of their greatest success stories.</p>



<p>Larry also discussed Binge, the streaming service that the System Shock TV adaptation will premiere on, focusing on gaming related media really goes to show how the games industry has really begun to garner the respect and attention of other industries such as film and television. With the pandemic starting in 2020 gaming had a phenomenal year with about 170 billion dollars of revenue generated in the industry.</p>



<p>When asked about Nightdive’s involvement in the project Larry stated that their role is more passive and that they are mostly there as a reference or a resource for whatever the project needs or if they need specific information from what is now, the System Shock Universe. Larry also gives out the advice at this time that if you want to get into the industry under any means necessary, or in his words “join the circus”, be willing to sweep up after the elephant. He goes on to explain that working in the industry is not as romantic as it sounds, there are days where he has to review contracts, sit in meetings for hours with lawyers, etc. It is not as simple as sitting at home and playing video games all day.</p>



<p>When asked Larry clarified that there is currently no date for the release of the System Shock TV adaptation. Larry takes this opportunity to talk about the games industry and the obsession with release dates that can then lead to backlash from the community when they are not satisfied with a release after they demanded the release to be as soon as possible. They are in fact giving Binge as much as time as they want to perfect this tv adaptation rather than rushing it out.</p>



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<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">After the boom in sales, due in part to the pandemic, the games industry has a lot more eyes on it and gained the respect of other things such as film and television, explaining why so many adaptations are being greenlit now.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-5b7cdf78"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Nightdive is taking more of an advisor role for the television project, serving as a place for Binge to get information and insight into where the show will stand when compared to the games.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-7c489b20"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Working in the gaming industry is not all fun all the time, there are definitely some boring parts that you have to sit through but if you want to get involved be willing to the lowest positions first.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-b3ba4323"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Release dates can be a curse in the industry. Nightdive does not commit to dates and so the System Shock show also has no dates. Release dates can cause a cycle of hype and disappointment that just creates an overall feeling of negativity.</span></div>
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<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: The Road to the System Shock TV Mini-Series with Larry Kuperman from Nightdive Studios" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/0LefmL6lAcyzzpP6txJeu7?utm_source=oembed"></iframe>
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		<title>Running a Successful Indie Studio with Industry Veteran and Dynamix Co-Founder Damon Slye</title>
		<link>https://indiegamebusiness.com/running-a-successful-indie-studio-with-industry-veteran-and-dynamix-co-founder-damon-slye/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Tue, 02 Jan 2024 23:44:10 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[development]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=664</guid>

					<description><![CDATA[This week&#8217;s episode of IndieGameBusiness™ features long time industry veteran Damon Slye from Mad Otter Studios and Dynamix to talk to us about game development and what it is like running a game studio. The first part of the podcast truly focuses on Damon’s experience [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>This week&#8217;s episode of IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> features long time industry veteran Damon Slye from Mad Otter Studios and Dynamix to talk to us about game development and what it is like running a game studio.</p>



<p>The first part of the podcast truly focuses on Damon’s experience in the industry and how developing games has changed since the 1980’s when he was graduating high school. They go on to discuss that even outside of MMO’s catering to your community in any sort of live service game is extremely important. He goes on to mention that community is an essential part of the process for any developer, especially indie developers. Damon suggests using social media, live streams, etc. to build momentum for your release. He says that if you take care of your community they will spread the word of your game themselves, even suggesting that you should let publishers come to you after some success rather than trying to find a publisher to guarantee success and marketing.</p>



<p>When asked about general advice about game development Damon suggests that as a studio you should not be overly ambitious. Not in the sense that you cannot have dream projects that push boundaries, but more so understand your team and the limits you currently have instead of over scoping the project. He says that you should focus on the features that will make your game a worthwhile project as you can always remove bad features but never get the time back you spent developing them. This goes hand and hand with his advice to make sure that you have time to playtest your game to make sure the features you are adding are actually fun for the player rather than just adding features for the sake of having them.</p>



<p>While this part was short Damon does talk about the writing process and how whoever is a part of the writing process needs to understand the world you are writing for and making sure everything fits into the established writing. Lastly, when asked about the best way to nurture a healthy working environment Damon stated that while it is at the mercy of the personalities in the room it can also be important to encourage collaboration at all times. He also mentions that it is important to have team members who are able to take constructive criticism but that you should also be criticizing the idea not the actual person to avoid conflict.</p>



<div id="key-takeaways" class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">
<div class="wp-block-uagb-separator uagb-block-d709ff15"><div class="wp-block-uagb-separator__inner" style="--my-background-image:"></div></div>



<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Community is an integral part of the game development process regardless of the type of game you are trying to create.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-27b2cdd4"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">If you have a strong community that you take care of and nurture, they will do some of the heavy lifting when it comes to attracting new players simply because you rewarded their loyalty.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-6cbb5a73"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">When developing a game do not go into development with all these grand ideas, reel in your expectations and understand what you and your team are capable of creating and go from there.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-c1ab828c"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Make sure the game is fun! While more content is great for games today no one is going to be happy if the content you develop is not fun to interact with.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-e2242676"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Be open to criticism and promote community in the office as well as with your community. You are all working on a collaborative project together so make it as pleasant as possible while also being productive.</span></div>
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<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: Game Development and Running a Game Studio with Damon Slye from Mad Otter Games" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/7j914agptWDkImMsUebRdQ?utm_source=oembed"></iframe>
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		<title>Armor Games and the Four Day Work Week</title>
		<link>https://indiegamebusiness.com/armor-games-and-the-four-day-work-week/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Tue, 02 Jan 2024 21:58:39 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=643</guid>

					<description><![CDATA[On this week’s episode of IndieGameBusiness™ the featured guest was John Cooney from Armor Games to talk about their internal shift to a four day work week. Right off the bat John explains that dating back to even 2019 in pre-pandemic times about 70% of [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>On this week’s episode of IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> the featured guest was John Cooney from Armor Games to talk about their internal shift to a four day work week. Right off the bat John explains that dating back to even 2019 in pre-pandemic times about 70% of the company was working remotely even though they had an office and now in 2021 they no longer have an office at all. John stated the biggest change was ensuring that employees were interacting and they did this by hosting social events online so all employees would play things such as Jackbox, Among Us, etc. together.</p>



<p>The talk then shifts more into how the four day work week discussions began which all traces back to the beginning of the pandemic. John states how hard it was for everyone in that initial phase of adjustment to pandemic life and how his company began telling people to take more days off for themselves and how important it is to make sure the employees are okay and not being overworked. John talks about how important trust is in the workplace in regards to trusting them to actually take time off and decompress from their workload, trust that they will get their work done despite not being in an office, and trust that their voice can be heard if there are any concerns that need to be brought to light.</p>



<p>The talk moves into how the four day work week was decided upon and John actually mentions the variety of different workplace models there are. From things like more hours during work days to make a four day work week possible, to Fridays being reserved for special projects, to even half day Fridays, there are a lot of ways in which companies can incorporate different models to what best suits their work environment. John also mentions that they have readjusted their company so even though people are working less hours they are still being compensated the same in order to promote a healthy work-life balance.</p>



<p>John mentions how the pandemic was kind of the nail in the coffin for the workplace revolution to begin. People are tired and now companies are having to come up with incentives of sorts to appease employees and keep them because now more than ever they will leave without a second thought. He thinks change will continue to roll out through the years and that this is simply part of the cycle that the United States especially goes through every few decades.</p>



<div class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">
<div class="wp-block-uagb-separator uagb-block-d709ff15"><div class="wp-block-uagb-separator__inner" style="--my-background-image:"></div></div>



<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">The pandemic has caused an even greater surge of companies to realize working from home is sustainable and healthy for employees.</span></div>
</div></div>
</div>



<div class="wp-block-uagb-container igb-listen-now uagb-block-54c55649 default uagb-is-root-container">


<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: Why We Are Trying a 4 Day Work Week with John Cooney from Armor Games" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/6Gw0Fs9qp4kUKgZkO579ge?utm_source=oembed"></iframe>
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		<title>The Steps Required to Become a Full Time Indie Developer</title>
		<link>https://indiegamebusiness.com/the-steps-required-to-become-a-full-time-indie-developer/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Fri, 10 Sep 2021 16:58:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=1375</guid>

					<description><![CDATA[On this week’s episode of IndieGameBusiness™ the featured guest was Tim Beaudet from Fyre Bytes to talk about his journey into to becoming a full-time indie developer. Tim was taught the basics of coding when he was in school and it immediately clicked with him [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>On this week’s episode of IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> the featured guest was Tim Beaudet from Fyre Bytes to talk about his journey into to becoming a full-time indie developer. Tim was taught the basics of coding when he was in school and it immediately clicked with him that it was what he wanted to do for a career. After Tom had worked in the gaming industry for some years he had to leave for a reason many game developers can relate to, a lack of stability. After years in working in software to pay off student loans and save up funds Tom is ready to return to game development by making his own games and eventual dream project.</p>



<p>One aspect Tim mentions that indies should consider when planning their budget is that developers are probably not perfect at every aspect of development. He mentions that while he is strong at coding he has a budget set aside for things like artists or consultants to come in and appraise his marketing efforts. He also states that you need to do some basic math to figure out how to best fit your cost of living and giving yourself some time off while also understanding that there is a certain requirement of money that needs to be made from games every year.</p>



<p>Another piece of advice that Time gave during the podcast was to take everything one month at a time. He elaborates that he means this in the sense of both financially looking at a month and what you can do differently as well as setting goals and meeting expectations. He mentions how it can be a much healthier mindset to look at things in each month as steps towards the larger goals you may have as a developer rather than forcing yourself to meet unrealistic expectations.</p>



<p>Lastly, Jay and Tim talk about how being in the gaming industry can be brutal and how it really requires you to have an extensive planning period before fully committing to an idea. Tim explains that is important to look at things objectively; think about what audience you want to reach, brainstorm ideas, think about which ideas are plausible given your budget and development time, etc. This leads into the discussion that developers should not be afraid to be forced to pivot development or their ideas. Things happen and some things good on paper but in practice just aren’t. Instead of being afraid of something like this embrace it and make changes in your idea or development or even walk away from a project for a bit.</p>



<div class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">
<div class="wp-block-uagb-separator uagb-block-d709ff15"><div class="wp-block-uagb-separator__inner" style="--my-background-image:"></div></div>



<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Becoming a full-time developer takes a lot of forethought and planning both financially as well as from an idea standpoint of what you want to accomplish.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-b8fc32ac"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Budget for more than basic costs of living and development. Things like artists, composers, consults for marketing are all key aspects of the development cycle that should be considered when planning how much money to save.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-0d00200f"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Be patient with your goals and look at the success you have accomplished one month at a time. Every smaller project is a lesson for when you finally are ready to make your dream project.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-3b697fdd"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Game development is hard. Do not get tunnel vision by focusing on an idea that is not working and be open to trying something new or pivoting to another project so that you do not lose motivation.</span></div>
</div></div>
</div>



<div class="wp-block-uagb-container igb-listen-now uagb-block-54c55649 default uagb-is-root-container">


<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: The Steps Needed to Become a Full Time Indie Dev" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/0lOBCwGfD3Yxk0fPdWAkHv?utm_source=oembed"></iframe>
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		<title>How Indie Game Developers Can Secure Funding for Their Projects</title>
		<link>https://indiegamebusiness.com/how-indie-game-developers-can-secure-funding-for-their-projects/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Fri, 09 Jul 2021 17:03:27 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[funding]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=1379</guid>

					<description><![CDATA[On this week’s episode of the podcast Pontus Mahler, the director of business development at GlobalTopRound, came on to discuss some of the do’s and don’ts when it comes to getting funding for your indie game. Funding can be an intimidating part of the process [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>On this week’s episode of the podcast Pontus Mahler, the director of business development at GlobalTopRound, came on to discuss some of the do’s and don’ts when it comes to getting funding for your indie game. Funding can be an intimidating part of the process but in many cases is necessary to get your project both finished as well as improving your chances at success.</p>



<p>The first thing the group discussed was how before attempting to go to outside sources for funding is to use as many of your personal resources as possible that way you can have the best build or demo of your project to later show off to investors or publishers. Another key piece of advice was to be able to know what your pitch deck is before you start working on it. Think about who and what you’re targeting and be sure to be specific and do research. When pitching your game you have to have research on why your game will succeed based on genre or regional demographics, etc. This can be expanded on through what makes your game unique, what you’re doing better than the competition, how your game’s mechanics and progression affect the player’s experience, etc.</p>



<p>Another big thing to note is that Pontus suggests including a slide on your pitch deck about your plans if your project is a huge success. It may seem like you’re getting ahead of yourself with plans for DLC or sequels but publishers like to see how the project could become more long-term. Pontus also talks about how you should have a breakdown of where all your funding will go, he mentions that you should be sure to include a reasonable salary for both you and everyone else that is a part of the team.</p>



<p>One takeaway from this episode of the podcast is the ways in which launching a Steam page before your game’s official launch can impact your options within the future. Some publishers will absolutely refuse to become involved with your game if there is a Steam page as it means they no longer have full control on the message/marketing. On the other hand, if you do have a Steam page publishers will want to know how big of a community you have through wishlist, twitter, discord, etc. These are important to keep in mind as you move forward and understand that there is no “right” decision on having a Steam page early or not.</p>



<p>All and all this episode of the podcast really emphasizes having a plan for your development cycle and doing research before reaching out for funding. To truly be prepared there should be no aspect of your pitch deck that you are unsure about, especially if you want to impress and win over potential publishers. It seems to be the best course of action is to thoroughly research every part of your pitch deck and review it before seeking out funding.</p>



<div class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">
<div class="wp-block-uagb-separator uagb-block-d709ff15"><div class="wp-block-uagb-separator__inner" style="--my-background-image:"></div></div>



<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Before looking for funding always exhaust all other personal resources to make the best demo/build possible. Once funding is secured you can pay back friends/family who helped fund your project.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-26028c94"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Research research research! Understand your demographic both geographically and overall genre you are trying to appeal to. Also back up every point in your pitch deck with research rather than simply stating your game will be successful because you worked hard.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-4e47d68e"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Always plan ahead. Publishers will be impressed to hear that you do have plans if the project is successful. Potential DLC or sequels should at least be considered in your pitch deck as they can imply confidence in your idea as well.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-b0e84c24"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Understand that whether you have a Steam page or not before looking for funding will influence what options you have. Start building a community around yourself as soon as possible so you can show publishers and investors that you have a following interested in the work you do.</span></div>
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<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed:  How Indie Game Developers Can Secure Funding For Their Projects. " style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/03Lzn8tnmvlzv4qh2BtMzx?utm_source=oembed"></iframe>
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		<title>Curved Space&#8217;s Marketing Journey from Self-Published to Signing with Maximum Games</title>
		<link>https://indiegamebusiness.com/curved-spaces-marketing-journey-from-self-published-to-signing-with-maximum-games/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Fri, 02 Jul 2021 17:06:36 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[publishing]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=1385</guid>

					<description><![CDATA[On this week’s episode of IndieGameBusiness™ special guest Andrew Czarnietzki from Only By Midnight came on the podcast to discuss his own personal journey into the world of publishing. Self publishing can be a daunting task for an indie developer and as Andrew explains in [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>On this week’s episode of IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> special guest Andrew Czarnietzki from Only By Midnight came on the podcast to discuss his own personal journey into the world of publishing. Self publishing can be a daunting task for an indie developer and as Andrew explains in the show there are a lot of factors that went into his studio’s decision to move away from self publishing and instead looking for a publisher.</p>



<p>One of the main things Andrew discusses is the ways in which marketing in general for the indie game market works. He states that although when working with a publisher it is still the developer’s responsibility to supply the materials needed for marketing. The difference is the ways in which publishers simply just have the knowledge to get the resources provided to a larger audience. One of the things that Andrew touched on that really stuck out was that things like Screenshot Saturday and Wishlist Wednesday are not really effective marketing strategies to help your project get attention and support. He states these are great fun little things to do on the side but that you really should not be banking on these social media posts selling your game for you.</p>



<p>Another important topic that Andrew covers about what publishers can do to help included localization and porting services. He flat out says that attempting to get your game on the market for the Playstation 5 is next to impossible without a publisher to help in the process of getting a development kit. He also talks about how publishers help streamline the porting process as many new bugs can pop up when porting, it isn’t as simple as copying and pasting to a new platform.</p>



<p>Andrew mainly stressed that when getting a publisher you are essentially paying for someone with information. When self publishing for the first time there are just a lot of things you do not have experience with that can make it more difficult than it needs to be to find success. He stresses to just be clear and commutative with potential publishers so there is a clear understanding of what both sides expect that can lead to a mutually beneficial partnership.</p>



<div class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">
<div class="wp-block-uagb-separator uagb-block-d709ff15"><div class="wp-block-uagb-separator__inner" style="--my-background-image:"></div></div>



<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Self publishing and attempting to market your own project is extremely hard to do and gain enough traction to generate a profit.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-26028c94"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Publishers can offer more services than simply marketing your game to a larger audience, they can be valuable tools for projects such as porting to other systems as well as localization for other languages.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-4e47d68e"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Publishers are a valuable way to gather information about marketing and the industry as a whole for future projects. There is nothing wrong with seeking a publisher to make your first forego less bumpy of an experience and see what options you have for future projects.</span></div>
</div></div>
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<div class="wp-block-uagb-container igb-listen-now uagb-block-54c55649 default uagb-is-root-container">


<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed:  Curved Space&amp;apos;s marketing journey from self published to signing with Maximum Games " style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/28rbRjbEayOXiONwG9wWnv?utm_source=oembed"></iframe>
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		<title>A New Age for Casual Games</title>
		<link>https://indiegamebusiness.com/a-new-age-for-casual-games/</link>
		
		<dc:creator><![CDATA[IndieGameBusiness]]></dc:creator>
		<pubDate>Fri, 11 Jun 2021 17:11:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[business]]></category>
		<guid isPermaLink="false">https://indiegamebusiness.com/?p=1389</guid>

					<description><![CDATA[This episode of IndieGameBusiness™ podcast featured a very special guest, Ariella Lehrer, to discuss how the casual game market has evolved over time. With years of experience under her belt Ariella goes over how the casual market really began in gaming and where it is [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>This episode of IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> podcast featured a very special guest, Ariella Lehrer, to discuss how the casual game market has evolved over time. With years of experience under her belt Ariella goes over how the casual market really began in gaming and where it is now in terms of modern day marketing for the casual market.</p>



<p>Ariella explains how the casual market was sort of born from the idea of taking popular licenses and making games out of the IP. When disk drives were in their prime it was not uncommon for these sorts of games to do exceptionally well in the market at realtors such as Wal-Mart. The idea of licensed games is mostly met with the assumption that they are a cheap cash grab or that no one actually buys them, but this talk disproves that as they were very profitable at one point and time.</p>



<p>However, much like other aspects of the industry the casual market has changed over the last few years. Many businesses that were focused on these licensed titles have changed their outlook on the market. First, there was a change in getting consumers to shift from physical to digital purchases to increase profits with varying degrees of success. For another example, Legacy Games is realizing a lot of the casual market can be tapped into through indie games and have launched a new program to promote promising indie titles. Their website now has an Indie Game Spotlight that will feature some promising indie games that still fill the same sort of niche that the previous casual market was fond of with genres spanning matching games, hidden object games, etc. As the industry continues to evolve and adapt indie games continue to be a driving force that appeal to both hardcore and casual players.</p>



<p>As always this is just a quick overview of the discussion and can be listened to at its fullest wherever you listen to podcasts by searching for IndieGameBusiness<img src="https://s.w.org/images/core/emoji/16.0.1/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />.</p>



<div class="wp-block-uagb-container uagb-block-72713c34 default uagb-is-root-container">
<div class="wp-block-uagb-separator uagb-block-d709ff15"><div class="wp-block-uagb-separator__inner" style="--my-background-image:"></div></div>



<div class="wp-block-uagb-advanced-heading uagb-block-3276e131"><h2 class="uagb-heading-text">Key Takeaways:</h2></div>



<div class="wp-block-uagb-icon-list uagb-block-a240f28d"><div class="uagb-icon-list__wrap">
<div class="wp-block-uagb-icon-list-child uagb-block-4a87adb1"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">The casual market within the gaming industry is a beast that continues to evolve and adapt with gamers.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-26028c94"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Businesses need to be open to adapting, the talk specifically references Legacy Games having to push consumers to purchase digital games rather than physical copies.</span></div>



<div class="wp-block-uagb-icon-list-child uagb-block-4e47d68e"><span class="uagb-icon-list__source-wrap"><svg xmlns="https://www.w3.org/2000/svg" viewBox="0 0 512 512"><path d="M0 256C0 114.6 114.6 0 256 0C397.4 0 512 114.6 512 256C512 397.4 397.4 512 256 512C114.6 512 0 397.4 0 256zM371.8 211.8C382.7 200.9 382.7 183.1 371.8 172.2C360.9 161.3 343.1 161.3 332.2 172.2L224 280.4L179.8 236.2C168.9 225.3 151.1 225.3 140.2 236.2C129.3 247.1 129.3 264.9 140.2 275.8L204.2 339.8C215.1 350.7 232.9 350.7 243.8 339.8L371.8 211.8z"></path></svg></span><span class="uagb-icon-list__label">Indie titles may be the future of the casual market. Many casual gamers prefer these indie titles and some businesses may find more success in seeking these potential titles out and becoming a part of the process as a publisher rather than focusing on licensed properties.</span></div>
</div></div>
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<div class="wp-block-uagb-container igb-listen-now uagb-block-54c55649 default uagb-is-root-container">


<div class="wp-block-uagb-advanced-heading uagb-block-f0fdc2a5"><h2 class="uagb-heading-text">Listen Now</h2></div>



<figure class="wp-block-embed is-type-rich is-provider-spotify wp-block-embed-spotify wp-embed-aspect-21-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Spotify Embed: A New Age for Casual Games with Ariella Lehrer from Legacy Games Publishing" style="border-radius: 12px" width="100%" height="152" frameborder="0" allowfullscreen allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy" src="https://open.spotify.com/embed/episode/7DyJravLc6WsToQyt6cret?utm_source=oembed"></iframe>
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