Owlchemy funds itself by doing contract work that generates concrete revenue in between its original projects. A lot of indie studios attempt this system, but many of them fall into a common trap, Schwartz tells Joystiq at GDC.
"Be aware of contract work. You wake up in the morning and turn on your computer and you have two folders: One is the contract job and one is your original work. Which one are you going to open?" Schwartz asks. "It's always going to be the contract work because upfront gratification, instant money and having a client to appease always comes first."
In order for the contract-original IP rhythm to work, it needs to be steady and studios have to make time for their own projects. Owlchemy has an A-B system: contract, original IP, contract, original IP, rinse and repeat. The two projects never mix and the team stays on the same page until it's completed. Owlchemy is now on its fifth rotation through this cycle.
Diversifying platforms is also key, Schwartz says. Not porting games to Steam, iOS, Android and any other relevant platforms is "leaving money on the table," he says. Owlchemy develops its games in Unity to make this process smoother, and tailors each one to its unique platform. For example, Snuggle Truck is free-to-play on iOS, but costs $5 on Steam (on sale now for $2). Leading by example, Schwartz has a meeting with Sony tomorrow.
Owlchemy Labs shares its formula to successful indie development originally appeared on Joystiq on Mon, 25 Mar 2013 17:00:00 EST. Please see our terms for use of feeds.
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