The “Indie Office”, Part 1
Posted on 06.13.07 by Mike K @ 4:56 am

Hypothetical situation.

Note: Try to refrain from bombard me with requests yet, ’cause I know a lot of people already like this idea.

*cough*, I’m in London, Ontario, Canada. ;)

A typical game company places 10 or more people under the same roof. Office space rented out at the expense of the company. There’s a management hierarchy, one or more people responsible for business and infrastructure aspects of the company, and an arrangement of programmers, artists, designers, possibly testers and a sound guy. Not a bad way to run a game company. In fact, a very good way that has worked for a very long time, and still does.

A typical indie or casual developer is a team of 2 or more people. The work is either handled entirely by the pairing/group, or some of it is contracted out. Even though it’s a team, that doesn’t mean they work under the same roof. Thanks to the internetz, you can work with anyone anywhere.

If the Indie developer is successful, it’s not uncommon to see it evolve towards the typical game company structure. Programmer/Biz guy moves up to Biz guy only, Lead programmer becomes Technical Director, new recruits are hired, and so on. They also move out of their respected basements and home offices, in to office space.

This is how things typically work.

Now, lets say you don’t want to grow your company, or you haven’t been successful enough to afford to. Or maybe you just have really hard time justifying office space for 2 guys. And even though you’re doing awesome work, things like the Wii Developer Qualifications loom over your head.

What to do?

Option #1, get some smaller developers together and start a new company together.

So great! Lets start a company! Wait, what about my individuality? I don’t want to have to deal with more ownership rights! Or wait, how do I know I can trust partnering with you? Issues for sure, but lets look at it a different way.

Option #2, share some office space. Lets follow this idea.

Office space is acquired, and cut up. 2×4 reasonably large areas for a desk and side table, and everyone shares the conference room and kitchen. Your people include two teams of 2, a team of 3, and an individual. The rent and other facility costs (fax line, water cooler) are added up, and generally speaking that total is split 8 way to reflect the 8 spots available (or 7 ways if one’s left unused). Each of the two teams of 2 pays 25%, the 3 pay 37.5%, and the individual pays 12.5%. Easy.

But this brings up a number of questions.

Who owns the office?

What sort of business is this then?

Should a new business be formed to encapsulate the smaller developers?

If that’s the case, we’re back to Option #1. However, we might not want a straight up partnership. We don’t necessarily want stakes in each other’s games, or any outside financial pressures for that matter. Still, who owns the company? That’s up to the group.

Another perspective, the “plug and play” office. In other words, capable of adding, removing, or expanding to support more teams. This idea of the Indie Office is a serious business venture, where everyone involved must be able to cover the basic expenses.

What if somebody leaves?

He runs out of money, gives up on the idea, or the group “votes him out”. The remaining people in the group need to be prepared to make up the rent difference, or to seek a replacement. The nature of this arrangement is potentially “plug and play-able”, since you can’t be sure about everyone a year from now.

If “plug and play” is encouraged, then the business can also reflect a “College Alternative”.

Most of us know smart kids. Developed games on the own, lots of potential. Why waste their time in a school? So long as the group is for it, a student can come in, be generally self sufficient doing and learning what they can, working on their projects, with the resources of the group available to them. Self sufficient being the important part, but most “experts” are happy to share and give advice. They or their parents pay their cut of the rent for as long as they’re around.

Alternatively, an internship. We bring in the student, and whatever teams want to share him, they cover his costs.

Or along the same lines, a tester or a general “go-to” extra shared by the group. He keeps his hours, and we split the costs in some respectable way.

This is the concept of the “Indie Office”.

- -

Is any of this even meaningful?

Game development, like any part of the media industry, is a creative business. Creativity comes from a number of places, one of the most basic being conversation. The model of the Indie or Casual game developer promotes low budget small team development. Unlike film, a video game can be developed by very few people, even an individual. Going from hobby to full time, or retail to indie creates an unfortunate isolation. Not the most ideal or creative situation to be in.

The “Indie Office” is a concept to bring together the freedom of being able to choose and do your own projects, and combining it with the potential found by bringing creative people together. It’s applicable to creative industries involving individuals or small teams.

- -

Do comment and/or cross blog post if you have thoughts on this.

In subsequent posts, I’ll try to go in to further detail on needs, location, office size, arrangements, etc.


Filed under: Stuffing and The Business of Things and Opinion
Comments:

6 Comments »

  1. If you were taking on students, you might be able to get govt education grants or something to help fund the office space.

    Comment by alex — June 13, 2007 @ 9:44 am

  2. Financially, I could easily see the increased profits from taking smart developers out of bedroom isolation and putting them around a whiteboard.

    Comment by ravuya — June 13, 2007 @ 10:22 am

  3. That is to say, even regular meetings around a whiteboard could have a significant impact on game quality alone, even without an office.

    I could definitely see further improvements coming from the “office”; in SF they have co-working facilities available for freelancers to appear more serious than they are.

    Comment by ravuya — June 13, 2007 @ 10:24 am

  4. Damn it, enough teasing.. TELL US ABOUT YOUR GAME!!!!

    I often dream of having a distraction-free office-type environment, but at the same time I have bad memories of every office I’ve actually worked in. This makes me suspicious that it’s just grass-is-greener — possibly in an office I’d waste just as much time playing DoomRL ;)

    Comment by raigan — June 13, 2007 @ 3:32 pm

  5. Great comments everyone. :)

    Alex> That’s a very good point. Worth investigating.

    Rav1> Profits maybe, but I imagine there being just general better design cohesiveness. Somebody throws out a request for “a sounding board”, and anybody up for it gathers either at the desk or in the conference room.

    Rav2> Cool, so it does exist. :) . I’m not sure about that exact arrangement, where everyone’s sitting at a table staring at each other working on their own thing. Good collaboration perhaps, but I wonder about the “deep thought” or “in the zone” aspects of coding.

    Raigen> Yeah. It’s very possible we would waste just as much time as in the home office. My hope would be that more “wasted” time was used to discuss game concepts, the flaws in an idea, or such.

    Having worked on a few games in offices, I know for me there’s sort of excitement to it for the first few months. Maybe it’s only new project/job excitement. I do wonder if it’s the approaching milestones, mandatory overtime (despite unpaid) to meet them, or the many other traditional office pressures that are what take away “the magic”.

    Comment by Mike K — June 13, 2007 @ 5:49 pm

  6. […] I was just reading a new blog (to me) called TooNormal.. The first post I read is an idea I’ve thought about for quite some time, and I still think that it’s a great idea. Here’s the link. […]

    Pingback by Tamed Tornado Dev Blog » Blog Archive » Offices for tiny indies — June 13, 2007 @ 9:13 pm

RSS feed for comments on this post. TrackBack URI

Leave a comment

Line and paragraph breaks automatic, e-mail address never displayed, HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>

(required)

(required)



Too Normal is about Mike, a kid with a healthy game making history.  From a youth of Indie Game development, to game industry code monkey in '99, to the adventures of establishing an Indie Games studio in 2005.

The Too Normal project is an archive of notes, doodles, mutterings, and meticulous analysis of seemingly inane things that peak Mike's interest.

The opinions expressed here are his own, and are not the opinion of any companies he may represent, or partners thereof.

Current Projects

Worth mentioning
Classic PuffBOMB (Updated Protoype) Atomic Betty GBA Zooble Prototype Barbie Gotta Have Games PS1
Polly Pocket: Super Splash Island GBA PuffBOMB Prototype Sheep Strike Prototype Secret Agent Barbie GBA
Diva Starz GBC Jump Start: Dino Adventure GBC Emperors New Groove GBC Hoyle Card Games GBC
Syko*War Poke Da Mon and Combat Soccer (GB/GBC) Islandgates Murmur's Dungeon

Main Menu
Home
Stuffing
The Business of Things
Scribbles
GameTunnel
Technobabble
PuffBOMB
IGF
Opinion
The Spider
Nostalgia
In The Media
Zooble
Fun
Ludumdare
Sound
Design Review
Design
VST
Ballistic Force

Search

Mike on the Net
Sykhronics Entertainment
MobyGames (Incomplete)

Project Sites
PuffBOMB.com

Other Projects
Ludum Dare 48 Hour Compo
GameCompo Mailing List

Previously
GameTunnel
Big Blue Bubble
Digital Illusions

Words
Code Dojo
Digital Sailor
Dan MacDonald
DrPetter
Free Lunch
Gee-off Howland
Graham Goring
Hamu Journal
loomsoft
Mark Fassett
metablog
Phil Hassey
qatfish
Russell Carroll
Screaming Duck
Stub
Tiger Sauce
Tim!

Credits and Copyright
© 2005-20xx Mike Kasprzak
No animals were harmed

Powered by a WordPress
Theme from a jive turkey

Articles
  • *About Mike
  • *Indie Softography
  • *Retail Softography
  • Game Prototype: Zooble
  • Inside Sykhronic Studios

  • Archives
    August 2008
    July 2008
    June 2008
    May 2008
    April 2008
    March 2008
    February 2008
    January 2008
    December 2007
    November 2007
    September 2007
    July 2007
    June 2007
    May 2007
    April 2007
    March 2007
    February 2007
    January 2007
    December 2006
    November 2006
    October 2006
    September 2006
    August 2006
    July 2006
    June 2006
    May 2006
    April 2006
    March 2006
    February 2006
    January 2006
    December 2005
    November 2005
    October 2005
    September 2005
    August 2005
    July 2005
    June 2005
    May 2005

    Recent Entries
    Say Something Insigtful
    I make games to piss you off
    A cruel tease
    All aboard the Hype Train!
    Broken Record (i.e. Ludum Dare 12)
    More Ludum Dare News
    Ludum Dare #11 - This Friday
    Engines, Names and Evolution - Part 3
    Engines, Names and Evolution - Part 2
    Engines, Names and Evolution - Part 1
    Sugar Magnet
    Welcome to the Future (AKA 2008)
    Retrospective?
    Ludum Dare 10 - Dec 14th Weekend
    Technical Difficulties (not really)

    Syndication
    RSS 2.0
    Comments RSS 2.0