Selling a Mobile Indie Game Without Risks
- Hall:
- Air Hall (Indie Track)
What the talk is about
Viktor Kozlovets explains how his small team sold its own mobile indie games, ones that failed publisher tests or just sat in the portfolio. He advises approaching publishers and game studios first, since that is the safest route, and then looking at dedicated marketplaces. Price is usually estimated as a multiple of monthly revenue, roughly 6 to 24 months. It is affected by metrics, monetization, social channels and how the sale itself is handled. Using examples from his own games, he shows how added ads and a social channel raised the price. He also warns about scammers. Take a prepayment, split the payment into steps, put everything in a contract, and don't update a project on someone else's account. Don't accept responsibility for the game's future, and watch out for banking and App Store account pitfalls. Useful for indie developers with a game they don't want to develop further.