Game Development Reference
cide if now is the right time to seek funding for your own studio. If you decide that's the case, you can contact
them at the following addresses:
Nabeel Hyatt, Spark Capital: email@example.com
Jeremy Liew, Lightspeed Venture Partners: firstname.lastname@example.org (Send him a two-page executive
summary, ideally with user engagement and monetization data.)
Game Industry Analysts and Other Online
Billy Pidgeon of M2 Research ( www.m2research.com ) has been a game industry analyst for many, many years,
and was also the technical editor for this topic. If you gained any valuable insights from reading it, a significant
part of the thanks goes to him. At M2, he tells me, “We do any-size consulting, and we can offer strategic and
tactical advice based on global game industry research broken down by sector.” Consider getting in touch with
David Cole of DFC Intelligence ( email@example.com ) was also a helpful resource for this topic. He is another
As the URL suggests, www.pixelprospector.com/indie-resources has a boatload of links and info for indie
Finally, I highly recommend The International Game Developers Association ( www.igda.org ) for its re-
sources and community. IGDA is an organization that connects you with other developers, offers a health plan,
and even curates Kickstarter funders for game developers; see www.igda.org/kickstarter .
Remote Game Developer Resources
Here are the resources Tiger Style founder Randy Smith recommends for developing games with a remote team:
“Tiger Style relies heavily on Google's suite of free services. We use Google Chat for video conferencing
and often keep text windows open all day to stay in touch. We sometimes use Skype if we need a three-way (or
more) video conference. Our company e-mail list goes through Google Groups and is an important part of our
company culture, since it helps build a sense of team identity. We use Google Docs to store important files, such
as task lists that need to be looked at and revised by many people frequently, and we also use Google Docs run-
ning alongside a video chat window to collaborate in real time on things like the copy for our App Description.
“For source control we use Subversion. All source control solutions have their pros and cons, but we like
Subversion for its lack of overhead, minimum number of steps, and good integration into XCode. In addition
to storing our buildable project files in Subversion, we have enormous 'working' folders where source files,
reference images, design documents, and so forth live and can be updated by the entire team.
“We use LeFora for an internal forum to post and discuss in-progress art, although that hasn't been adopted
as readily. We've experimented a bit with fancy collaborative software like virtual whiteboards, but nothing has
really caught on there. The key seems to be that effective collaboration solutions need a minimum number of
steps and rapid updating. Unless we can connect right away and start seeing each other's work in real time, we
probably won't give the software a second chance.