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	<title>Kybernesis &#187; Mark Morris</title>
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	<description>The Making of an Indie gamedev company</description>
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		<title>Articles: How to start your own Game Studio</title>
		<link>http://ronin.kybernesis.net/index.php/2008/05/08/articles-how-to-start-your-own-game-studio</link>
		<comments>http://ronin.kybernesis.net/index.php/2008/05/08/articles-how-to-start-your-own-game-studio#comments</comments>
		<pubDate>Thu, 08 May 2008 07:45:44 +0000</pubDate>
		<dc:creator>Ronny Anderssen</dc:creator>
				<category><![CDATA[Game industry]]></category>
		<category><![CDATA[]]></category>
		<category><![CDATA[article]]></category>
		<category><![CDATA[bit-tech]]></category>
		<category><![CDATA[Daniel Sánchez-Crespo Dalmau]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[economics]]></category>
		<category><![CDATA[gamasutra]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game company]]></category>
		<category><![CDATA[game engine]]></category>
		<category><![CDATA[game studio]]></category>
		<category><![CDATA[gamerelease.net]]></category>
		<category><![CDATA[gregg man]]></category>
		<category><![CDATA[howto]]></category>
		<category><![CDATA[idea generation]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[jeff tunnell]]></category>
		<category><![CDATA[Mark Morris]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[matthew stibbe]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[team-building]]></category>
		<category><![CDATA[Victor Agreda Jr]]></category>
		<category><![CDATA[viral marketing]]></category>

		<guid isPermaLink="false">http://ronin.kybernesis.net/index.php/2008/05/08/articles-how-to-start-your-own-game-studio</guid>
		<description><![CDATA[<div class="diggthisplugin" style="float: right; width: 42px; padding-right: 10px; margin-left: 10px; margin-bottom: 0px;"><iframe src="http://digg.com/tools/diggthis.php?u=http://ronin.kybernesis.net/index.php/2008/05/08/articles-how-to-start-your-own-game-studio&t=Articles: How to start your own Game Studio&k=#FFFFFF" scrolling="no" style="border: none; height: 80px; width: 52px;"></iframe>
		</div><p>A few weeks ago, I promised to compile a list of articles about how to start a Game Studio. After some searching around, I have found a few very nice articles that are out there.<br />
I will update this list as I stumble  over more good articles, but keep in mind that I actually read them before posting them, so it might take some time <img src='http://ronin.kybernesis.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Anyway, let&#8217;s get on to the list!</p>
<p><a href="http://greggman.com/pages/starting.htm">Starting Your Own Game Company</a>[<a href="http://greggman.com/pages/starting.htm" target="_blank">^</a>] &#8211; by Gregg Man. It&#8217;s aimed primarily against starting a professional Game Studio, and he has a lot of good advice. But it&#8217;s all applicable for an Indie Game Studio too.</p>
<p><a href="http://www.stibbe.net/Writing/Games_Industry/gamesco.htm">How to start and run a computer games company</a>[<a href="http://www.stibbe.net/Writing/Games_Industry/gamesco.htm" target="_blank">^</a>] &#8211; by Matthew Stibbe. It&#8217;s quite old(written in 2001), but it still holds great advice for starting a Game Studio. He focuses mostly on publishing, marketing and finances and what to think about while starting up. A good read for a starting studio.</p>
<p><a href="http://www.downloadsquad.com/2005/11/28/how-to-create-your-own-game-company-part-one/">How To: Create your own game company, Part One</a>[<a href="http://www.downloadsquad.com/2005/11/28/how-to-create-your-own-game-company-part-one/" target="_blank">^</a>] &amp; <a href="http://www.downloadsquad.com/2006/05/19/how-to-create-your-own-game-company-part-two/">Part Two</a>[<a href="http://www.downloadsquad.com/2006/05/19/how-to-create-your-own-game-company-part-two/" target="_blank">^</a>] &#8211; by Victor Agreda, Jr. Part one deals mainly with some different resources you should consider when starting up. Lots of good suggestions there. Part two deals with the business part of starting up. Both parts are good articles and he lists tons of links to other related articles and the resources he mentions.</p>
<p><a href="http://www.makeitbigingames.com/blog/?p=29">Five Realistic Steps To Starting A Game Development Company</a>[<a href="http://www.makeitbigingames.com/blog/?p=29" target="_blank">^</a>] &#8211; by Jeff Tunnell. A very good guide of how it is to start up as a Game Developer. He starts from the hobbyist stage and work his way up from there.<br />
Be warned though, this article is just a teaser for his upcoming ebook, can&#8217;t wait till it&#8217;s finished!</p>
<p><a href="http://www.gamasutra.com/features/20010319/crespo_01.htm">The birth of a new game studio</a>[<a href="http://www.gamasutra.com/features/20010319/crespo_01.htm" target="_blank">^</a>] &#8211; by Daniel Sánchez-Crespo Dalmau. Another 2001 article, but a very good read with loads of good advice. It&#8217;s more an account of how they started a game studio than a howto, but that doesn&#8217;t make it less valuable.</p>
<p><a href="http://www.bit-tech.net/gaming/2008/04/09/how_to_start_your_own_games_studio_pt_1/1">How to start your own games studio part One</a>[<a href="http://www.bit-tech.net/gaming/2008/04/09/how_to_start_your_own_games_studio_pt_1/1" target="_blank">^</a>] &amp; <a href="http://www.bit-tech.net/gaming/2008/04/21/how_to_start_your_own_games_studio_pt_2/1">Part Two</a>[<a href="http://www.bit-tech.net/gaming/2008/04/21/how_to_start_your_own_games_studio_pt_2/1" target="_blank">^</a>] &#8211; by  Mark Morris. Part One deals mainly with the decision to start independently and the process of Idea generation, with lots of good advice around how to go about the process. Part Two extends the idea generation and talks about making the prototype of your game. I am looking forward to any future articles in this series from Mark.</p>
<p>An excerpt of what I myself have learned from reading all these articles.</p>
<ul>
<li>Use free software where possible, but if you can afford a game engine, it&#8217;s highly recommended to buy one. It will save you so much time, it&#8217;s without question worth it.</li>
<li>Build a solid idea and then make a prototype of that idea. It&#8217;s while making the prototype you really will discover if this is something you want or are able to do.</li>
<li>Learn team-building. There are tons of good articles and books about team-building out there, and if you want to start your own studio, you will need all the advice you can get.</li>
<li>Get someone who knows his/her economics, or try to strike a good deal with an accountant.</li>
<li>Marketing. You can do viral marketing while building your network, but again, this is usually not too easy without a prototype to show off. I would also recommend joining <a href="http://www.gamerelease.net/">gamerelease.net</a>[<a href="http://www.gamerelease.net/" target="_blank">^</a>], it&#8217;s cheap and it dumps you right into a already well-developed network of game contacts. And it gives you a way to publish press releases to blogs, RSS feeds etc.</li>
<li>And last but not least, you need to dedicate your life to this. Game developing takes ALOT of time and resources. You can do it as a hobby, but if you want to make a living from your game studio, it will take most of your free-time. And as Jeff Tunnell put it; <em>Don&#8217;t quit your day job!</em></li>
</ul>
<p>Hope this list will help you as much as it did me. It&#8217;s quite the nice compilation of advice for starting up a game studio. So if you&#8217;re still set on starting up, good for you and best of luck to you! And welcome to the life of a game developer.</p>
]]></description>
			<content:encoded><![CDATA[<div class="diggthisplugin" style="float: right; width: 42px; padding-right: 10px; margin-left: 10px; margin-bottom: 0px;"><iframe src="http://digg.com/tools/diggthis.php?u=http://ronin.kybernesis.net/index.php/2008/05/08/articles-how-to-start-your-own-game-studio&t=Articles: How to start your own Game Studio&k=#FFFFFF" scrolling="no" style="border: none; height: 80px; width: 52px;"></iframe>
		</div><p>A few weeks ago, I promised to compile a list of articles about how to start a Game Studio. After some searching around, I have found a few very nice articles that are out there.<br />
I will update this list as I stumble  over more good articles, but keep in mind that I actually read them before posting them, so it might take some time <img src='http://ronin.kybernesis.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Anyway, let&#8217;s get on to the list!</p>
<p><a href="http://greggman.com/pages/starting.htm">Starting Your Own Game Company</a>[<a href="http://greggman.com/pages/starting.htm" target="_blank">^</a>] &#8211; by Gregg Man. It&#8217;s aimed primarily against starting a professional Game Studio, and he has a lot of good advice. But it&#8217;s all applicable for an Indie Game Studio too.</p>
<p><a href="http://www.stibbe.net/Writing/Games_Industry/gamesco.htm">How to start and run a computer games company</a>[<a href="http://www.stibbe.net/Writing/Games_Industry/gamesco.htm" target="_blank">^</a>] &#8211; by Matthew Stibbe. It&#8217;s quite old(written in 2001), but it still holds great advice for starting a Game Studio. He focuses mostly on publishing, marketing and finances and what to think about while starting up. A good read for a starting studio.</p>
<p><a href="http://www.downloadsquad.com/2005/11/28/how-to-create-your-own-game-company-part-one/">How To: Create your own game company, Part One</a>[<a href="http://www.downloadsquad.com/2005/11/28/how-to-create-your-own-game-company-part-one/" target="_blank">^</a>] &amp; <a href="http://www.downloadsquad.com/2006/05/19/how-to-create-your-own-game-company-part-two/">Part Two</a>[<a href="http://www.downloadsquad.com/2006/05/19/how-to-create-your-own-game-company-part-two/" target="_blank">^</a>] &#8211; by Victor Agreda, Jr. Part one deals mainly with some different resources you should consider when starting up. Lots of good suggestions there. Part two deals with the business part of starting up. Both parts are good articles and he lists tons of links to other related articles and the resources he mentions.</p>
<p><a href="http://www.makeitbigingames.com/blog/?p=29">Five Realistic Steps To Starting A Game Development Company</a>[<a href="http://www.makeitbigingames.com/blog/?p=29" target="_blank">^</a>] &#8211; by Jeff Tunnell. A very good guide of how it is to start up as a Game Developer. He starts from the hobbyist stage and work his way up from there.<br />
Be warned though, this article is just a teaser for his upcoming ebook, can&#8217;t wait till it&#8217;s finished!</p>
<p><a href="http://www.gamasutra.com/features/20010319/crespo_01.htm">The birth of a new game studio</a>[<a href="http://www.gamasutra.com/features/20010319/crespo_01.htm" target="_blank">^</a>] &#8211; by Daniel Sánchez-Crespo Dalmau. Another 2001 article, but a very good read with loads of good advice. It&#8217;s more an account of how they started a game studio than a howto, but that doesn&#8217;t make it less valuable.</p>
<p><a href="http://www.bit-tech.net/gaming/2008/04/09/how_to_start_your_own_games_studio_pt_1/1">How to start your own games studio part One</a>[<a href="http://www.bit-tech.net/gaming/2008/04/09/how_to_start_your_own_games_studio_pt_1/1" target="_blank">^</a>] &amp; <a href="http://www.bit-tech.net/gaming/2008/04/21/how_to_start_your_own_games_studio_pt_2/1">Part Two</a>[<a href="http://www.bit-tech.net/gaming/2008/04/21/how_to_start_your_own_games_studio_pt_2/1" target="_blank">^</a>] &#8211; by  Mark Morris. Part One deals mainly with the decision to start independently and the process of Idea generation, with lots of good advice around how to go about the process. Part Two extends the idea generation and talks about making the prototype of your game. I am looking forward to any future articles in this series from Mark.</p>
<p>An excerpt of what I myself have learned from reading all these articles.</p>
<ul>
<li>Use free software where possible, but if you can afford a game engine, it&#8217;s highly recommended to buy one. It will save you so much time, it&#8217;s without question worth it.</li>
<li>Build a solid idea and then make a prototype of that idea. It&#8217;s while making the prototype you really will discover if this is something you want or are able to do.</li>
<li>Learn team-building. There are tons of good articles and books about team-building out there, and if you want to start your own studio, you will need all the advice you can get.</li>
<li>Get someone who knows his/her economics, or try to strike a good deal with an accountant.</li>
<li>Marketing. You can do viral marketing while building your network, but again, this is usually not too easy without a prototype to show off. I would also recommend joining <a href="http://www.gamerelease.net/">gamerelease.net</a>[<a href="http://www.gamerelease.net/" target="_blank">^</a>], it&#8217;s cheap and it dumps you right into a already well-developed network of game contacts. And it gives you a way to publish press releases to blogs, RSS feeds etc.</li>
<li>And last but not least, you need to dedicate your life to this. Game developing takes ALOT of time and resources. You can do it as a hobby, but if you want to make a living from your game studio, it will take most of your free-time. And as Jeff Tunnell put it; <em>Don&#8217;t quit your day job!</em></li>
</ul>
<p>Hope this list will help you as much as it did me. It&#8217;s quite the nice compilation of advice for starting up a game studio. So if you&#8217;re still set on starting up, good for you and best of luck to you! And welcome to the life of a game developer.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Staying Independent</title>
		<link>http://ronin.kybernesis.net/index.php/2008/01/29/staying-independent</link>
		<comments>http://ronin.kybernesis.net/index.php/2008/01/29/staying-independent#comments</comments>
		<pubDate>Tue, 29 Jan 2008 13:27:34 +0000</pubDate>
		<dc:creator>Ronny Anderssen</dc:creator>
				<category><![CDATA[Game industry]]></category>
		<category><![CDATA[bit-tech.net]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Introversion]]></category>
		<category><![CDATA[Mark Morris]]></category>
		<category><![CDATA[staying independent]]></category>

		<guid isPermaLink="false">http://ronin.kybernesis.net/index.php/2008/01/29/staying-independent/</guid>
		<description><![CDATA[<div class="diggthisplugin" style="float: right; width: 42px; padding-right: 10px; margin-left: 10px; margin-bottom: 0px;"><iframe src="http://digg.com/tools/diggthis.php?u=http://ronin.kybernesis.net/index.php/2008/01/29/staying-independent&t=Staying Independent&k=#FFFFFF" scrolling="no" style="border: none; height: 80px; width: 52px;"></iframe>
		</div><p>Bit-tech.net has posted a really interesting article, <a href="http://www.bit-tech.net/columns/2008/01/28/staying_independent/1" title="Staying Independent">Staying Independent</a>[<a href="http://www.bit-tech.net/columns/2008/01/28/staying_independent/1" title="Staying Independent" target="_blank">^</a>], by Mark Morris of <a href="http://www.introversion.co.uk/" title="Introversion">Introversion</a>[<a href="http://www.introversion.co.uk/" title="Introversion" target="_blank">^</a>]. Where he shares his thoughts about why Introversion ended up going Indie and why they don&#8217;t plan to change that fact.</p>
<p>It&#8217;s a nice read and I recognize myself in a lot of the reasons why they decided to go Indie.</p>
]]></description>
			<content:encoded><![CDATA[<div class="diggthisplugin" style="float: right; width: 42px; padding-right: 10px; margin-left: 10px; margin-bottom: 0px;"><iframe src="http://digg.com/tools/diggthis.php?u=http://ronin.kybernesis.net/index.php/2008/01/29/staying-independent&t=Staying Independent&k=#FFFFFF" scrolling="no" style="border: none; height: 80px; width: 52px;"></iframe>
		</div><p>Bit-tech.net has posted a really interesting article, <a href="http://www.bit-tech.net/columns/2008/01/28/staying_independent/1" title="Staying Independent">Staying Independent</a>[<a href="http://www.bit-tech.net/columns/2008/01/28/staying_independent/1" title="Staying Independent" target="_blank">^</a>], by Mark Morris of <a href="http://www.introversion.co.uk/" title="Introversion">Introversion</a>[<a href="http://www.introversion.co.uk/" title="Introversion" target="_blank">^</a>]. Where he shares his thoughts about why Introversion ended up going Indie and why they don&#8217;t plan to change that fact.</p>
<p>It&#8217;s a nice read and I recognize myself in a lot of the reasons why they decided to go Indie.</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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