IndieGameBusiness Sessions 2023
2023-09-26..2023-09-27
-- online --
[IndieGameBusiness Sessions: September Edition 2022, IndieGameBusiness Sessions 2023]
who it's for
indie studio founders, indie publishers, marketing managers, community managers, business development managers, legal counsel for games, localization and publishing managers
topics
video game IP and copyright rules; studio fundraising and investor strategy; indie game marketing and wishlists; AI-driven game personalization SDKs; user generated content monetization; China mobile publishing requirements; micro-influencer campaign tactics; community moderation and toxicity reduction; cross-cultural team management practices; business succession for solo developers; Steam Next Fest and platform features; player telemetry and predictive models
| title | author | length |
|---|---|---|
| Discussing how to maximize your IP with a video game lawyer | Andrew F. Thomas | 01h 03m |
Covers the three IP types—copyrights, trademarks, patents—and gives concrete rules: work made for hire requires written agreement for contractors, register… | ||
| The Decisions it Takes to Run a Successful Game Studio | Tatyana Dyshlova | 59m |
Studio starts with five people and grows to 20 full‑time plus about 35 total contributors, funded in 2021 via VC lead investors who pull follow participants… | ||
| 5 oopsies you're making while marketing your game! | Sarah Ibañez Farga | 01h 02m |
Most indie teams start marketing too late and lose leverage; start market research in pre-production with market size, target platforms, competition, wishlist… | ||
| Unleashing the Power of AI to Personalize Games | Davin Miyoshi | 58m |
Skillprint presents an applied system that maps 140 game features across 600 titles, collects 1,200 data points per session via an SDK, and trains predictive… | ||
| Company Growth & Investment Strategy | Pontus Mähler | 58m |
An accelerator based in Korea describes a concrete pipeline: scouting applications and events, investing in 64 studios to date and raising $32 million raised… | ||
| From Weapon Skins to Workshops: The Business of User Generated Content | Danny Silvers | 01h 02m |
Advice and data-driven tactics for adding UGC: build editors and photo modes (budget roughly level editor ~25% budget and photo mode ~15%) and support… | ||
| China Market Entry 101 for Indie Devs | Kahar Askar | 01h 00m |
China game revenue hits $45.5B in 2022 and forecasts >$57B by 2027 with ~720M players; 76% of revenue is mobile while PC revenue is rising. Mobile requires an… | ||
| How Micro-Influencers Drive Engagement and Sales | Dima Okhrimchuk | 58m |
Argues that micro-influencers outperform big streamers on conversion and are scalable if managed with automation, citing a platform called drobe that runs 80+… | ||
| I got a job in the game industry with no prior experience, and you can too! | Cassie Makrides | 01h 01m |
Starts as an app Ambassador and volunteer with Indie Game Collective, learns OBS and Canva, runs Twitch streams for practice, then lands a freelance community… | ||
| How to Lead a Cross-Cultural Team | Tina Merry | 59m |
Worked on FIFA Street with 20 people, six countries under an 18‑month deadline and shows concrete fixes: applied Hofstede-style cultural value mapping, built a… | ||
| Putting A Stop To Toxicity - It's just good business | Jared Creasy | 56m |
Argues toxicity costs money with concrete stats (players quit or avoid games, spending is ~54% lower in toxic spaces) and gives actionable fixes: hire a… | ||
| Business Succession and Continuity for Solo Indie Developers | Rachel Presser | 01h 02m |
Explains concrete steps: set up a will and living trust, name a personal representative and separate business successor, and use a buy-sell agreement or… | ||
| Fundraising Hacks for your Indie Game Business | MINHAZ-US-SALAKEEN FAHME | 48m |
Over 50% of indie games never make more than $4,000 and only about 3% earn over $1M, so funding decisions matter: start by invest your own cash to prove… | ||
| Things I wish I knew before I started my own indie studio | Saqina Latif | 01h 13m |
Started a studio in 2017, launched Fires at Midnight (one‑year side project) on Steam and Epic, then got Cabaret funded by Wings Interactive and shown on… | ||
| Standing out: How to pitch your game | Melissa Chaplan, Melissa Chaplin | 59m |
Covers concrete pitching requirements: include a budget breakdown and timeline, state the exact funding ask, and show a vertical slice playable (or secure… | ||
| Pick an audience and stick to it. The power of knowing your players. | Marco A. Minoli | 01h 00m |
Argues that choosing a narrow audience beats vague mass appeal: use Steam’s new tag and hashtag tools to analyze subgenres, forecast sales from early month… | ||
| nothing matches | ||