How to spot a client who means trouble?
Valerii Minenko, Artem Shpytiak, Mykola Veremieiev, Olga Khomenko, Aleks Blahodarenko, Svitlana Serhiichuk
Twigames; Moonmana; UGI Studio; PlayToMax; Uni-Bit Studio; iLogos Game Studios
- Hall:
- Black Sea Hall (Production Track)
What the talk is about
Heads of several Ukrainian studios discuss how to spot a problematic client before a project starts. Their stop factors include a mismatch with the studio's tech focus or budget, a client who can't say why they want the game, toxic communication, shaky funding, and unrealistic expectations of the market. They recommend a paid pre-production stage: it produces a document and lets both sides test the fit, and feedback timelines and stakeholders should be agreed upfront. They also cover contract risks when the partner keeps the rights to art and code, and the pitfalls of intermediaries who bear no responsibility for payment. The panel ends with stories of unpaid invoices and difficult clients. Useful for outsourcing studios, producers and leaders choosing clients.