October 23, 2013
Baltimore Indie Games, Game Jam, IGDA, Indie Games, Video Games
Since sending out my demo to who-knows-how-many indie game companies, there hasn’t been too much to talk about on the business sides of things. In the most basic of recaps, responses were few and far between, and the positive ones just featured a few e-mail exchanges ending with a more-or-less “maybe later when we start a new project.” That’s all good, by the way–I may have expected a bit more in the way of response quantity, but I understand that companies get many e-mails a day from those like me who are trying to burst their way onto the scene. No matter how much I am confident that my music must stand out amongst a large percentage of that crowd, nothing really beats the power of exasperation and avoidance on the developers’ side in this case.
Being that I haven’t found projects to sustain myself – as I believed would be the case when I started on this journey, so no surprises there – I have been spending my time looking for full-time work and substitute teaching. Once I land that job, by the way, I will write a full recap of my sabbatical, going further into detail about my thoughts on it; for now, though, I will focus on that side of business which I have been moving forward with: that of making face-to-face connections.
I view GDC as the cream of the crop in the way of meeting people, but since that’s still a few months off yet, making local connections is where it’s at. If you’re unaware – as I was until I had already been up here for a few months – many major cities harbor chapters of an organization called the International Game Developers Association, or IGDA for short (I like saying it “ig-duh,” but apparently that’s not a thing–people just pronounce each letter individually). The closest chapter to me is the D.C. one, and it contains developers from all areas around D.C. that aren’t closer to Baltimore or Richmond. From what I’ve seen, the number of active members isn’t enormous, but it’s certainly nothing to scoff at either.
My first encounter with IGDA D.C., aside from simply becoming a card-holding member via the internet, was through an event of theirs called Indie Con D.C. More
July 1, 2013
Business, Indie Games, Music, Music Composition, VGM, Video Game Music, Video Games
Note: All of the pictures are of stuff I’ve been listening to recently–they have no real relevance to the actual content of the post.
Hitoshi Sakimoto & Masaharu Iwata – Final Fantasy Tactics OST
Since putting the finishing touches on my demo and constructing my new website, I’ve been on an “e-mail blitz,” cold-calling every game company whose contact information I can get my hands on to get myself out there and nail down a gig.
It’s been an interesting experience. Hopping from one website to another, you get to see many business types and practices. For instance, I thought it would be relatively easy to go on a company’s website to find contact information and the name of the person whom it would be best to contact. Most companies have either a contact page or an e-mail address listed, but some you really have to dig for. I’m not talking about just industry giants like Capcom or Rockstar Games, either, which is a bit strange.
What I find most surprising, maybe, is that lack of information about the developing team, especially with smaller companies. Though it’s certainly not a deal breaker, I am more inclined to feel good vibes about a company that enjoys putting their talented staff out in the open on their website, even if there’s just a list without any fancy pictures or silly profiles. Maybe it’s a bit old-fashioned or something, but I expected it, maybe due in part to my old employer having a full staff listing on its website. Now, having every staff person’s e-mail address and work number up *did* bring in its fair share of unsolicited, zany calls and e-mails, so maybe that website isn’t the best model to follow; however, there is a happy medium to be found.
Maria Schneider – Winter Morning Walks
There are two other types of websites that I really like. First, you have the websites that look effing awesome. My favorite one so far has been the website for Untold Entertainment (hover over “About” to see the best part). Even though some of the links don’t work, I’m willing to look past the site’s flaws and am happy to hunt for the information I need.
Second, you have the websites that link to other developers that they like. Having the want and will to publish those links of apparent competitors says a lot about the company to me; it says that they’re interested in being part of the larger game community and that they exist not only for themselves—those are the kind of companies that I really want to write for and help succeed.
On the other side of the coin, you have the companies that scream “avoid” right off the bat. More