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  • 7/28/2019 How to Make It as a Professional Indie Game Developer 7June13

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    How to Make it as a Professional Indie

    Game Developer

    by Thomas Steinke on 04/09/13 11:21:00 am Expert Blogs Featured Blogs

    The following blog was, unless otherwise noted, independently written by a

    member of Gamasutra's game development community. The thoughts and

    opinions expressed here are not necessarily those of Gamasutra or its parent

    company.

    Want to write your own blog post on Gamasutra? It's easy! Click here to get

    started. Your post could be featured on Gamasutra's home page, right

    alongside our award-winning articles and news stories.

    My name is Thomas Steinke, if you are not aware of me; I am the owner of

    DigitalDNA games, arguably the most successful Xbox Indie Developer, and

    the creator of the all time best selling Xbox Indie Game CastleMiner Z. In this

    article I wanted to spend some time and give advice to people that have

    aspirations of being full time Indie game developers like me.

    What some people might not be aware of is that I am an ex-pro game

    developer. Of the really successful Indie game developers this seems to be a

    reoccurring trend. Most people would say its because you already KNOW how

    to make games. Yes, that is definitely an advantage, but there are a lot of

    indie games with very simple technology that have been very successful. It

    definitely doesnt take a pro triple-A game developer to make the next Angry

    Birds. It isnt about learning some alien technology that only the high priests

    of gaming have; especially now a days with all the great middleware out

    there. However, there are some really simple ideas that the pros have been

    exposed too which may help you a lot and that are pretty easy to summarize

    in an article.

    A long time ago, someone approached me speaking about an upcoming

    project. They made a comment like since this is a game you probably

    wouldnt play, you probably would not be able to make it... I was surprised

    as a pro developer as I was; I was often in positions where I was making

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    games that were not for me. It was interesting to me because it drove to the

    point what it means to be professional versus a hobbyist.

    If you think about professional musicians or dancers they do this all the time.

    You may have heard stories about studio musicians who play back up on a

    rock album then an hour later play back up on a country album. This is the

    essence of what being a pro artist is all about. When you have to make a

    living by doing your art, especially if you are very talented, you learn to be

    flexible; it is main difference of being a pro from someone that is playing

    with their hobby. So if you want to be pro-Indie you have to start thinking like

    a pro, this brings us to our first item.

    Be relentlessly practical

    Separate yourself from your work emotionally. Since you are set on being pro,

    you need to be successful despite yourself. This is by far the most important

    lesson to learn, not only in game development, but business in general. Your

    primary directive as a professional and a business owner needs to be being

    financially successful. Not making yourself happy, feeling good about

    yourself, becoming popular, getting people to write articles about you,

    winning awards, pushing an agenda or supporting a platform or idea. Now

    you CAN do any or all of these things if they still support your primary

    directive.

    You realize right away that this will force you to make very practical and level

    headed decisions about what projects you work on and how you spend your

    time/money.

    Lets stop here for a second. Before you go any farther, you may have

    decided that being a pro is not for you. That is totally okay. Game

    development is a beautiful art, and some people just want to be artists. It is

    very noble and respectable. There are a lot of opportunities out there thatdidnt exist even five years ago. I could totally understand just wanting to be

    a game developer by moonlight, like some sort of superhero with a hidden

    identity. If you are that person I applaud you and you may find some of my

    advice objectionable. However if your plan is to quit you day job and make

    Indie games your profession, my advice may be more relevant to you.

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    The reason I mention this is that this level of practicality is painful and

    difficult for some people that have romantic ideas about what the game

    industry is like. Maybe there is this really cool idea you have had for years,

    and that is what you really WANT to make. However it may not be the right

    thing for you to work on, or at least to start on. I can tell you there is this

    huge back log of games I would LOVE to make, but it just isnt practical. Prosget this because pros are constantly exposed to this idea of being practical

    about developing games. This leads very well to my next point.

    Be realistic about what you can do

    As a pro, one of the greatest advantages I have is that I can VERY accurately

    cost projects in both time and money. When I take on a project, I usually know

    exactly what problems I will encounter and how much it will cost to solve

    them. You may not have the experience to do this but you can mitigate thisby not biting off more than you can chew.

    Even as a pro developer, if you look at our XBLIG catalog you can see that our

    first games were very simple, this was completely intentional. The first game

    that I intended to make was Avatar Paintball, the first FPS with Xbox Avatars.

    However, I made about five small games previous to that. Each game was

    meant not only to build out part of our engine, but to monetize the

    development and learning that needed to happen. This made it so that when

    Avatar Paintball actually came out, the huge amount of work building theengine was already paid for. Therefore the risk of making such a complex

    game was greatly reduced. This idea has been rooted in our DNA (no pun

    intended), and has continued. If we decide to implement an expensive

    feature we usually already have 2-3 future games planed that will take

    advantage of the tech.

    The point is, it is okay to start small if you have a plan. It is far better than

    doing a ton of work and simply failing. Also releasing lots of things will teach

    you things about the platform and the marketplace. You may find yourselfworking on something completely different than you first intended based on

    what you learn.

    However there is another way to mitigate this which leads to the next point.

    Leverage other people's work

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    It was very interesting to work in the game industry until about the early

    2000s. We were figuring out new rendering technology, how to solve physics,

    collision etc. At some point in early 2000 or so these all sort of became solved

    problems. There really isnt any value in solving them again (back to pointone). You might be really interested in how physics simulations work, but you

    need to decide if you want to play with a physics engine or make games for a

    living. There is tons of middleware out there, if it solves a problem for you,

    use it, instead of wasting your time reinventing the wheel. This is a great

    lead-in to our next topic.

    Account for your time

    People starting small businesses often dont account for this. If you are going

    to leave your day job you need to make it worth your while. This is often a

    much greater problem for people that are passionate about making things or

    worse yet, passionate about making one part of something. Often I will see

    someone tinker with some part of their project for months or years,

    sometimes without even a project to focus on, while opportunity after

    opportunity passes them by. Here is a suggestion to avoid this:

    Bill yourself for your time. Figure out what you make per hour at your day job,

    and keep that in mind when you make your projects. When your project hits

    the market, realize you will need to make enough money to make up for that.

    Your time is valuable and what you will realize very quickly is that you may

    not be able to afford to make some of the things you want. This is a GOOD

    thing. What you are learning by this experience is how to be profitable. This

    brings me to my next point.

    Pick the right projects.

    Be conscious of the marketplace you are competing in and the customers

    there. Remember you are not making games for yourself. You are making

    games for your customers. Look at the trends. What is succeeding and

    failing? Be quick and agile about your decisions to capitalize on current

    trends; this is your advantage as an Indie.

    Realize it is all about return on investment. For every dollar you put out there

    (including your own time) you should expect to get that dollar back plus some

    return. In the venture capitalist world, investors typically want to see a 10 to

    1 return on investment for an investment in a small business. This is not an

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    unrealistic expectation for an Indie game company and actually is the rule of

    thumb I use for DigitalDNA Games.

    What you will realize is, this will force you to make some really hard decisions

    about what you work on and where you spend your time. Take the movie

    industry for example. People often wonder why they keep making thosecheesy comedy movies. They never come close to out grossing the big

    summer blockbuster. The reason is, they are cheap to make and have a

    predictable and excellent return on investment. Spending $1 to make $10 is

    usually far better than spending $100 to make $11. The margins for indie

    games are huge even compared to triple-A games. This starts to be

    problematic when you scale this to very large numbers, but when this

    becomes your problem you will be more worried about what island you are

    going to buy for your secret lair.

    Be realistic about your expectations

    This is another important part of this process which is a corollary to the

    previous point. People dont often have a grip on this and it leads to poor

    decision making. If you plan to make a game but you see that ten other

    similar games have had dismal sales, it may be a stretch to think yours it

    going to be a blockbuster hit. On the flip side, people tend to get distracted

    by success stories and ignore the similar failures. The Angry Birds empire

    made something like $127m last year, so if I make a game like that I should

    expect the same right? This sort of logic is dangerous. There is probably some

    magic in picking the right project but experience and research will make you

    better and better with this over time. For example, I tell people that at this

    point with XBLIG, I can look at a box cover and not only tell you if the gamewill be successful or not, but instantly know almost exactly how much money

    it will make. This is the reason that our success rate for bestselling titles is

    the best on the system.

    Again making smart and conservative choices about what you make,

    wherever it may be, will let you build this experience up without going broke

    first.

    Be VERY selective about who you work with.

    Finding someone that shares your passion can not only help share theworkload, but can augment you and create a magical energy. With that said,

    a good partner can make you a stellar success; a bad partner will

    undoubtedly sink you. If and when you decide to work with someone, make

    sure you are making the decision for the right reasons. I am lucky in the

    sense that working in the game industry for so many years has let me come

    in contact with the absolute best people in the industry which I have the

    fortune now of working with. I will only work with the absolute best people

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    now, and I am extremely selective.

    Dont get discouraged

    Failure is part of the game, you have to learn not only to deal with it, but to

    be 100% honest with yourself so you can learn from your mistakes and

    become better at what you are doing. If you try something and fail you have

    paid for an expensive lesson that someone else doesnt have, it just makes

    you that much more valuable; use it to your advantage. It is only a waste if

    you decide to give up. I often refer to these moments as Empire Strikes

    Back moments. There is nothing wrong with retreating and regrouping if you

    ultimately win the war.

    There was such an overwhelming response to this article I decided to

    condense a lot of my answers to questions in another article here ::

    Response to "8 keys to indie success"by Thomas Steinke on 04/15/13 02:45:00 am Expert Blogs Featured Blogs

    The following blog was, unless otherwise noted, independently written by a

    member of Gamasutra's game development community. The thoughts and

    opinions expressed here are not necessarily those of Gamasutra or its parent

    company.

    Want to write your own blog post on Gamasutra? It's easy! Click here to get

    started. Your post could be featured on Gamasutra's home page, right

    alongside our award-winning articles and news stories.

    In the last week my article How to Make it as a Professional Indie Game

    Developer or 8 keys to indie success caused quite a stir.

    How to Make it as a Professional Indie Game Developer

    I wanted to take some time and address a lot of the comments and questions

    that people have raised in one concise place for everyone to see.

    I had thought about writing that article for a while, but was reluctant to do so.

    Not because I thought it would be highly controversial but because I thought

    it was too boring. To me this represented a set of abstract commonsensebusiness ideas that werent really worth talking about in the limited detail

    that I could in a small article like this.

    By far the most controversial part of the article was the Pick the right

    projects section where I advised aspiring Indies to pick projects based on

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    popular trends. This idea seemed to stab at the heart of what it meant to be

    Indie and highly offend some people. This apparently came off to some

    people as make games you hate for cash. Although it may be possible for

    someone to make great games that people love that they absolutely hate, it

    definitely wasnt the case for me. I loved making every one of the 15 games I

    have made as DigitalDNA Games, and as I said in my previous articles mytime as an indie has been by far the most rewarding work (emotionally) that I

    have done in my career.

    First some Clarification

    Before I go any farther I want to clarify some things and set some facts

    straight.

    I talk a lot about being a professional in the article. People interpreted this

    in a lot of ways, some thought I was implying that being a professional was

    somehow a badge of superiority or success, coloring the entire article; this

    was not at all my intent. When I refer to being a professional I really only

    mean one thing. The activity is your primary source of income. The intent of

    the article was to give advice to people that aspire to quit their day job,

    whatever it is, and make their own games full time.

    The original title of the article was How to make it as a Professional Game

    Developer. Gamastura re-titled it in their news feeds as The 8 keys to indie

    success, that title ended up being used in the reposting of the article to

    other sites, and the original title was dropped completely. Although this is a

    subtle change, the meaning to me is very different. The original title is about

    helping people that want to sustain themselves on the income of being anIndie developer, the later implies that I am discussing how indie developers

    find success. As I have said in many of my articles, that success is

    something that people define differently and I respect and applaud anyone

    that feels the need to express them self though making games.

    People later asked why I would publish such a business centric article to

    indiegames.com. For the record I would like it to be known that

    indiegames.com approached me asking permission to post the article, which I

    gave them. Honestly I wasnt even aware of the site until this.

    Although I feel some of my thoughts may have been overstated and/or takenout of context, I am not apologizing for them or retracting them. If anything, I

    qualified most of my thoughts in the article saying that the advice applies to

    you if your particular goal is to make making your own games your primary

    source of income and I stand by that. Having the distinction of being the

    highest grossing developer on XBLIG, with a history of repeatable success, I

    am not postulating how I think one might become a financially successful

    indie. I am simply stating how it did it. Given that I would have liked to go into

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    more detail, especially how I pick projects, I intend to write another article in

    the future specifically about that.

    So let me take this opportunity to address some of the questions/comments

    specifically.

    You are only successful because of cloning Minecraft

    I usually start my articles with a synopsis of my success on XBLIG, simply

    because I am not making the assumption that most people have heard of me.

    This became repetative and seemed selfserving so in this case and only

    mentioned our best selling title CastleMiner Z because it has the distinction of

    being the best selling Xbox Indie title of all time.

    Because people accuse CastleMiner Z of being a Minecraft Clone, this

    detracted a lot of attention away from the message in the article and some

    simply dismissed the message of the article as Clone Minecraft and become

    successful. Although I will address this topic specifically, I want to stop here

    and point out that I was arguably the most successful developer on XBLIG

    before the release of the CastleMiner games. I realize that not everyone stays

    on top of this channel as much as I do so I want to spend some time talking

    about our other games. I have been developing games on XBLIG for about

    four years now and had multiple #1 bestselling titles before the CastleMiner

    games.

    Here is the complete list of titles that we have released on XBLIG.

    CastleMiner Z

    CastleMiner

    Avatar Laser Wars 2

    Avatar Connection

    Avatar Superstar

    Avatar Paintball

    Avatar Laser Wars

    Voice Changer 360

    Avatar Snowball Fight

    Avatar Avenue

    Guitar Tuner 360

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    Avatar Aquarium

    Avatar Alarm Clock

    Audio Diagnostics

    Ask Angela!

    Six of these games ended up spending some time as the daily #1 best selling

    title; most of them have been in the top five, and some of them have been

    only second to our own titles. For a considerable amount of time we have

    held at least 3 of the top 5 titles simultaneously, at one point all of the top 3.

    If you take a look at the top downloaded games of all time from XBLIG you

    will see 6 of our titles in the top 20.

    http://marketplace.xbox.com/en-US/Games/XboxIndieGames?

    sortby=BestSelling

    Cumulatively our games outside of the CastleMiner games have sold well

    over a million units. The CastleMiner games have made up about 50%-60% of

    our total income from XBLIG. This is admittedly a very large percentage of

    our sales, but by no means our only successful game. Since the release of

    CastleMiner Z, we have had the luxury of spending more time and money on

    our games, and have since moved to a philosophy of working on fewer titles

    overall and investing more in each one leading to less titles overall. Avatar

    Laser Wars 2 is the only title we have released since CastleMiner Z. On

    average, most of our titles have yielded a healthy six figure return and have

    been received excellently by our fans.

    You met a large portion of your success by cloning Minecraft

    This has become a very interesting topic that I have intended on writing an

    entire article on. Simple put I dont see CastleMiner Z as a Minecraft clone,

    but a creative expansion on a genre. This topic becomes even more

    interesting due to the fact that Minecraft is essentially a clone of a lesser

    know game Infiniminer.

    In Notchs own words

    But then I found Infiniminer. My god, I realized that that was the game I

    wanted to do. I played it in multiplayer for a while and had a blast, but found

    it flawed. Building was fun, but there wasnt enough variation, and the big

    http://marketplace.xbox.com/en-US/Games/XboxIndieGames?sortby=BestSellinghttp://marketplace.xbox.com/en-US/Games/XboxIndieGames?sortby=BestSellinghttp://marketplace.xbox.com/en-US/Games/XboxIndieGames?sortby=BestSellinghttp://marketplace.xbox.com/en-US/Games/XboxIndieGames?sortby=BestSelling
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    red/blue blocks were pretty horrible. I thought a fantasy game in that style

    would work really really well, so I tried to implement a simple first person

    engine in that style, reusing some art and code (although not as much as

    youd think) from RubyDung, and came up with this:

    http://notch.tumblr.com/post/227922045/the-origins-of-minecraft

    Here is one of Notch's first videos of Minecraft. the description reads.

    "This is a very early test of an Infiniminer clone I'm working on. It will have

    more resource management and materials, if I ever get around to finishing

    it."

    http://www.youtube.com/watch?v=F9t3FREAZ-

    k&list=UU3XJRyvLD7rvsVFCFS1IX0A&index=35

    Infiniminer had the misfortune of coming out in a time when it was much

    more difficult to monetize a game. I actually think of that developer a lot. Iwould imagine it would be pretty painful to see Minecraft become so popular

    in light of its origins. The story of Infimiminer is very interesting. Essentially

    the developer lost control of the distribution of the game after his source-

    code was leaked. After that, he stopped development.

    I stopped working on Infiniminer when the source code was leaked. It was

    totally my fault, as thats what I get for releasing an un-obfuscated .NET

    assembly, but it nevertheless enabled hackers to create hacked clients and

    players upset with my balancing decisions to fork and write their own clients

    and servers.

    http://www.rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-

    due-to-epic-error/#more-48303

    There is no doubt that Minecraft is a brilliant game. The funny thing is that I

    had a very similar experience playing Minecraft as Notch did playing

    Infiniminer. In Minecraft I really enjoyed the first night where you were

    fighting to survive but after that the game was less entertaining to me than it

    was most people. The games I primarily like to play are military shooters and

    survival horror games (which also happens to be very popular with the Xbox

    crowd). I wanted to expand on the sandbox genre by bringing the elements of

    these games to a sandbox game; hence was born CastleMiner Z. I appreciatethat people may not be able to understand how this experience is different

    from Minecraft from a few screen shots or videos, but assure you the reason

    that CastleMiner Z has outsold the other 20 or so Minecraft Clones on the

    Xbox is because of this. Also to clarify CastleMiner Z was not the first of these

    games there, it wasnt even the 3rd.

    Somehow expanding on an Idea that is not well known or monetized is

    http://notch.tumblr.com/post/227922045/the-origins-of-minecrafthttp://www.youtube.com/watch?v=F9t3FREAZ-k&list=UU3XJRyvLD7rvsVFCFS1IX0A&index=35http://www.youtube.com/watch?v=F9t3FREAZ-k&list=UU3XJRyvLD7rvsVFCFS1IX0A&index=35http://www.rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-due-to-epic-error/#more-48303http://www.rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-due-to-epic-error/#more-48303http://notch.tumblr.com/post/227922045/the-origins-of-minecrafthttp://www.youtube.com/watch?v=F9t3FREAZ-k&list=UU3XJRyvLD7rvsVFCFS1IX0A&index=35http://www.youtube.com/watch?v=F9t3FREAZ-k&list=UU3XJRyvLD7rvsVFCFS1IX0A&index=35http://www.rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-due-to-epic-error/#more-48303http://www.rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-due-to-epic-error/#more-48303
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    somehow more ok or more noble than expanding on one that is well

    recognized. Although I completely understand this from a PR perspective

    given a fan base that may not be aware of all the facts, it seems a little

    backwards to me. To me, expanding on a genre that everyone knows seems

    more respectable than capitalizing on an idea from someone that simply

    wasnt able to successfully monetize himself. This is even odder to meconsidering that cloning a game that isnt popular isnt met with such

    disdain, i.e. cloning an old NES era game, or a lost PC game from the 90s.

    Building an actual clone of Minecraft would have in fact been far easier. There

    is a complete existing work to reference. Of the other clones on XBLIG there

    are actually some that are much closer to Minecraft. Now there can be a

    lively debate about where the line is drawn between a clone and an

    inspiration but that is very subjective. Ultimately, if the intent was to copy

    Minecraft our game would have been a lot more like it. If you are going to be

    an indie purest and discredit me for expanding on a genre, that is fine but I

    feel you would have to lump Notch in there too.

    Some people want to fault me for not giving Notch due credit. After all, in the

    quote he basically came right out and said he cloned Infiniminer. Although

    the value of doing this seems a bit odd, like Call of Duty giving props to

    Wolfenstien 3D for having the idea of a first person view with a gun, but for

    the record

    Yes I was inspired by Minecraft, it was a brilliant game, thank you Notch.

    People were just playing your game because MC wasnt available on

    the 360 yet?

    It is true our games came out before MC360 was available on the Xbox. Since

    it has been almost as long since MC360 came out as the amount of time

    between the release of CastleMiner and MC360; I thought I would run some

    numbers. It turns out we sold about 1M units of Castleminer before the

    release of MC36 and about 1.5M units after. In fact, the last few months have

    had record sales for CastleMiner Z. 17 months after its release, CastleMiner Z

    is still the daily best selling Xbox Indie game.

    Doesnt making games specifically that sell well go against the spirit

    of being indie?

    Indie means a lot of different things to different people and like I have said

    in many of my articles, define your goals however you want, I truly respect

    that. However, when I started making indie games, it never even occurred to

    me to think about making games for other reasons besides making ones that

    were best sellers. The intent was to make games that people loved and in

    turn, make the best selling games on the system.

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    Personally, I dont judge my success by anything else except the sales

    numbers. To me, there is no better vote of acceptance than someone putting

    down money for your product. Some people accuse me of simply being a

    businessman that happens to sell games versus an artist. I would say that I

    never prescribed to be either and am a mix of both.

    Maybe because I have spent so much time in the game industry it is hard for

    me to think of games as something else besides a product. I dont find

    anything wrong with making a product that people love so that they will buy

    it, allowing you to make more and better products.

    However some people seem to take the idea of games as an art to an

    extreme. Believing that they are a pure form of expression and need to be

    completely unique and busting at the seams with creativity and design

    regardless of being desirable or even entertaining. To them, tailoring a

    product specifically to a marketplace seems soulless or even evil. These

    people should definitely NOT take any of my advice; we are not on the samepage. The reason I wrote the article is that I see hundreds of Indies failing and

    often have them coming to me asking for project or marketing advice, which I

    am more than happy to give. I figured I would consolidate some of the basic

    business advice into one article.

    Isnt what you are describing a Job? Doesnt that defeat the purpose

    of being indie i.e. independent?

    I often make this joke I became Indie to make the games I wanted and now I

    am just stuck making games for the customer

    Yes what I do is a job plain and simple. I wake up every morning start making

    games, planning, having meetings, doing taxes, dealing with health

    insurance, payroll, usually working well into the night and on the weekends. It

    is having a job as much as running any other small business. However I would

    take it any day compared to the time I spent in the professional game

    industry.

    Running a business IS independence, and although I am constricted to

    making the games that appeal to the marketplace, I still can choose what I

    get to make, and decide how to make them. Better yet, I reap the rewards for

    my decisions and am 100% accountable for what I do.

    Our first big hit was Avatar Paintball. That first year I made something like

    $300k, which was more than I had ever made in a single year at any job I had

    ever had. Our revenue has nearly doubled every year after that. If someone

    has another job as good as this, please sign me up.

    Dont you feel bad sacrificing your creativity or passion?

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    Honestly I dont feel like I have done this at all and I am not advocating it.

    Coming up with ideas that would work in the marketplace is a very creative

    endeavor. For the most part, the games that we made represented things

    that had never been done before which is why they sold so well. For example,

    Avatar Paintball was the absolute first FPS with Avatars. Although that might

    not seem like such a big deal to people, Xbox users loved their Avatars andwanted more to do with them. Some of the most fun I had was making the

    little lightweight apps, and finding new unconventional uses for the Xbox,

    that previously hadnt been thought of. For example, VoiceChanger 360 was

    the first XBLIG to use the microphone. When I was little I had a crappy

    Transformer voice changer helmet, it sucked. I thought I could re-imagine this

    on the Xbox with a high quality Vocoder. People loved it, it was a #1 hit and

    sold hundreds of thousands of copies.

    Putting your financial success first is a tool that will allow you to continue

    doing what you want to do on your own terms and I dont think that any indie

    developer should be shamed into not looking out for their best interests. I

    think the pure creativity that people desire is something that ultimately has

    to be earned. At this point in my companys development we have more

    flexibility than ever to take some accelerated risks which I plan to take

    advantage of completely.

    Anyways back to making games My best to all of you.

    Thomas Steinke

    DigitalDNA Games