Game Development Reference
In-Depth Information
And you may not like what they tell you to do.
However, all this also means that they get a stake in your company, and usually, a say in its management and
even design decisions . Add to this the pressure of an investor who expects returns and has a right to expect that
you deliver them, usually sooner rather than later. And of course, one way or another, they'll usually take a large
cut of your revenue, too.
So you probably won't be able to quit your day job.
Meanwhile, crowdfunding has proved to be a great way for indie developers to raise enough money to make
their games, while staying true to their original vision. However, most successful game crowdfunders only man-
age to raise total pledges in the four- or five-figure range , and it's very likely the market for crowdfunded games
will soon reach a saturation point. Further, even if you do raise enough, you're then under the collective pres-
sure of your supporters to complete the game (no matter what problems or delays emerge). You still probably
need the game to turn a profit, so you'll have enough to finance your next title.
Assuming these basic cautions don't stop you, the next sections describe the advice of two venture capitalists
who can tell you what comes next, whether you decide to go the VC route or opt to launch your own crowd-
funding campaign.
Understanding How to Sell VCs on Your
Game, Part I: Nabeel Hyatt, Spark Capital
Zynga paid around $200 million for OMGPOP.
Nabeel Hyatt, a venture partner with Spark Capital, is in a unique position to understand game design as a VC,
because he first began his career as a developer himself. Founder of Conduit Labs, a game studio acquired by
Zynga in 2010, Hyatt then became a general manager at the social game giant, where he led development of Ad-
venture World. Hyatt joined Spark just in time to be there when OMGPOP, a game company backed by Spark,
was acquired by Zynga for around $200 million.
E-mail Nabeel Hyatt at nabeel@sparkcapital.com .
Notably, Spark stuck with the company even after struggling with a string of unsuccessful titles, so he was
there when the company finally hit its stride with the cross-platform iOS/Facebook game Draw Something (see
Figure 15-1 ) . When it comes to hearing developers pitch him their ideas for a game company, “I'm always
happy to hear from folks with a dream,” says Hyatt.
 
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