Heavy is the head that wears all the hats — What indie developing a board game looks like

Heavy is the head that wears all the hats — What indie developing a board game looks like

https://preview.redd.it/x8lmbmrtdvah1.png?width=783&format=png&auto=webp&s=226216486d78962d3d77cbaefee8897804f5d4a7

I am tired.

For over a year I’ve been working endlessly at getting this game off the ground. And by endlessly, I mean working until 4–6am, weeks at a time. That’s what it means to start a publishing company, I guess. What do I do with all that time, you ask? Well . . . everything. But mostly art.

For our pixel-art deck-building game, F.O.T.O. Finish, I made a whopping 400 pieces of art. Let me break it down for you.

In the base game we have this many pieces of card art:

Starter Decks: 96
Ability Cards/Portraits/Icons: ~24
Advanced Cards/Stages: 46

Running total: 166

But wait! We decided to double the number of characters on release!

Running total: 344

And that’s just the cards! Add in all the stuff for the rulebook, play mats, and we’re way over 400.

Running total: ~400

But wait! That’s just the game itself. Throw in all the art needed for the website, social media, ads, convention materials, and a 300-frame trailer.

And we’re easily at over 1000 pieces.

Running total: >1000

So yes. I am tired. But that’s to be expected. Making a game is hard. Everybody will tell you that. It’s going to take all of your time and resources. More than it’s worth. On the low end at $100/piece, the game’s art cost would be close to $40,000. The true cost is probably close to double or triple that. It truly is a labour of love. This is the equivalent of spending tens of thousands of dollars for a single lottery ticket for the chance to make tens of thousands of dollars. And not to mention the time commitment. Thousands of hours (close to 5000) went into making this game and we’re just getting started. So it's more like a lottery ticket that you had to had to work thousands of hours in order to even get the chance of buying.

The natural question that follows is: why do it? I could have chosen to do almost anything else with my time and been compensated better for it (I could get 3x or 4x more working in publishing, which is already notoriously low paying). The answer (as corny as it is) is love. I love card games. Always have. 

Growing up, I loved playing card games. I got pretty good at them too. But I was never the guy who played the best deck. I couldn’t afford to. I was young, in school, and POOR. There was no way I could afford to pay hundreds or even thousands of dollars for what were essentially game pieces. That’s why we’re making our flagship game an Expandable Card Game. Everything you need to play is in the box. And the box will retail for ~$40USD. We’re not paywalling gameplay behind expansions/add-ons. Full single-player and multiplayer support comes with the base game. We’ll be offering free ways to play online and free print & plays. The game (and the company as a whole) is a love letter to the people who play these games, regardless of how much money you can put into the hobby.

Making the game was just the beginning. There’s also the graphic design, the website, travelling to conventions, writing, research, and designing—all the things that come with running a business with a physical product. And now we’re in the thick of it. Even with a successful Kickstarter campaign, we will just scrape by enough to keep going another year. We won’t be making millions of dollars; but, with enough support, we’ll be able to sustain another year of making games.

I truly believe that people can tell when love and genuine human effort went into making something. There’s so much noise that it’s hard to see at times. But we still get genuinely excited when we encounter projects that care. If you read this far, thanks for being here. This is part of a series of posts I'm making about the creation of our flagship game (link in my profile). If you aren’t already following us, please show your support. It honestly means the world to us!

For now, we’ll keep making games.

reddit.com
u/SammyTeas — 3 days ago
▲ 0 r/TCG

Why play 5 or 6 games?

Not a TCG, but an Expandable Deck-building game. It's got a bit of everything and will scratch that TCG itch without breaking your wallet.
If you like any of these games, consider following us on Kickstarter!!!

u/SammyTeas — 20 days ago

Nobody loved this children's card game more than I did.

Cards in my pockets at all times.

u/SammyTeas — 20 days ago

Why I decided to try publishing board games (and why that was a stupid thing to do)

Just sharing by story hoping it'd be of some benefit to someone:

Story time.
I landed my first dream job when I was 23. Ever since I was in high school, I wanted to work at Drawn & Quarterly. For those of you who don't know, D+Q was/is the preeminent publisher of "literary" graphic novels. They also put out some of the most highly designed books in the industry. I found a roommate and moved to Montreal, leaving my then wife in Toronto. It was truly a dream come true. I got to work with and meet some of my favourite artists and put out some of my best work. The only issue was the pay. I was only making 33,000 a year. To make things work (my wife was in school at the time), I had to take on a lot of freelance work. I was lucky to be able to get consistent freelance work with other publishers and I somehow managed to scrape by. But it took a toll on me: I would sleep in and walk into the office an hour late; I put out sloppy work. Something had to give.

I had a frank discussion with the publishers about my pay. I really wanted to make it work. I remember writing them this letter that basically said I'd be willing to be a "martyr for comics". I didn't even need higher pay: I just wanted some flexibility. Let me work 10–6 or half days at the office (this was before covid). They couldn't accommodate me. I remember crying at that meeting: the writing was on the wall. I don't think I lasted another 3 months.

I moved back to Toronto, got another job at a childrens' book publisher and moved on. Fast forward a couple years, I got a chance to interview for AD at a different publisher. By sheer luck, I got the job. I think they were willing to trade experience for 'talent' and take a risk on me. Dream job number 2. For those of you who don't know publishing, there isn't a 'better' job than AD. People don't leave this job. Openings happen when people die or retire. I've made it. I'm living the dream. Right?

Kind of. Year 1 was the best. I had all the freedom that I could possibly want and put out the best work of my career. I got to help launch a few careers and I felt like what I was doing mattered. Then, the cracks. Interdepartmental things. The freedom disappeared. Endless meetings that went nowhere. The inability to talk people out of terrible design decisions. Interpersonal conflicts. Getting verbally abused regularly. I kept telling myself that people don't leave jobs like this. This is THE DREAM. I'm being ungrateful. Etc. By year 3, I knew. I told myself I'd give it until the end of the season. They got to me first; which, in a way, was a blessing. I could qualify for EI and take some time to figure out what to do next.

And that's where I am now. I took the time to think about what I wanted to do. Did I want to go back to freelancing? Find another job in publishing? Do literally anything else? I came to the realization that I'd only truly be happy bringing cool things into existence so that's what I'm doing. I linked up with a friend who was also underemployed and we started a publishing company. Board games this time. This is our first year and we've made $0 and I'm the happiest I've ever been. I don't know if we can make this work, but I'm going to put everything I have into trying. Picture is from our first show where we did not make our table fee back.

If you made it this far, thanks for reading. Hopefully some of you connected with my story. My dream is no longer work at D+Q or be an AD: it's to make things that people connect with and enjoy. Life is long and meandering and you'll never know where you'll end up.

If you're interested and want to follow along: I'll be posting at https://substack.com/@pangramgames

Momma ain't raise no quitter so I'm not stopping until this is a full-time thing for me.
If you're also coming into the board game publishing space from another industry, I'd love to chat! It's a weird space and I have thoughts, haha.

u/SammyTeas — 29 days ago

Solo developing a board game vs a video game

r/indiedev is an overall super positive space where people seem genuinely excited about other people's projects. Sure, there are people shamelessly shilling their games; but, for the most part, it's roses.

I don't see the same kind of response in board game spaces and I'm not sure why.

I do have a couple of theories.
1.Maybe it's the money?
An indie video game will be released regardless of projected revenue: it will exist. However, a board game needs the funds before it can exist in the world (manufacturing is a hurdle). This inadvertently leads more suspicion on the part of the consumer in general. Any time I see a post on here 'asking a question', I just assume it's a lame attempt at shilling a game: I suspect others feel the same way because engagement is low relative to the number of members in this group. I've been a part of BGDL community of FB for a while and it's a lot of that.

  1. Lower consumer confidence
    Who is considered an indie dev in the board game space? I come from the book publishing world; and, a lot of 'indie' publishers are quite well-renowned. They win awards. They make their way onto best-of lists. They can stand toe-to-toe with the major publishers in terms of quality. From the outside looking in, some of the bigger names in board games are what I would call 'indies'. Stonemaier is an indie. Leder is an indie. Earthborne games is an indie. But there seems to be a strict divide between those publishers and the guy making a game with his best friend. Indie in this industry is almost the same as "lower quality". Maybe a better parallel is the "self-published" author. Lower funds. Lower quality. Lower consumer confidence.

  2. Overall lower quality???
    It's hard making video games. It's hard making board games. One is way more lucrative than the other. One will draw better talent from the well than the other. Yes, art is subjective. But a lot of the illustration work in board games (even those from major publishers) wouldn't make the cut in other industries. The money doesn't make sense. A talented illustrator would make a lot more money working in any industry other than board games. In order for someone of a high caliber to work in board games, they'd need to consciously take a huge pay cut. It must be a passion project.

Not sure what the point of this post is. Maybe it's just me making a lame attempt at shilling my game.

u/SammyTeas — 1 month ago

[OC] Teaser for our tabletop game

All done in Aesprite.
It's my first time animating pixels so I didn't know how it'd turn out; I think it turned out pretty neat!

u/SammyTeas — 2 months ago

I lost my dream job (Twice)

Story time.
I landed my first dream job when I was 23. Ever since I was in high school, I wanted to work at Drawn & Quarterly. For those of you who don't know, D+Q was/is the preeminent publisher of "literary" graphic novels. They also put out some of the most highly designed books in the industry. I found a roommate and moved to Montreal, leaving my then wife in Toronto. It was truly a dream come true. I got to work with and meet some of my favourite artists and put out some of my best work. The only issue was the pay. I was only making 33,000 a year. To make things work (my wife was in school at the time), I had to take on a lot of freelance work. I was lucky to be able to get consistent freelance work with other publishers and I somehow managed to scrape by. But it took a toll on me: I would sleep in and walk into the office an hour late; I put out sloppy work. Something had to give.

I had a frank discussion with the publishers about my pay. I really wanted to make it work. I remember writing them this letter that basically said I'd be willing to be a "martyr for comics". I didn't even need higher pay: I just wanted some flexibility. Let me work 10–6 or half days at the office (this was before covid). They couldn't accommodate me. I remember crying at that meeting: the writing was on the wall. I don't think I lasted another 3 months.

I moved back to Toronto, got another job at a childrens' book publisher and moved on. Fast forward a couple years, I got a chance to interview for AD at a different publisher. By sheer luck, I got the job. I think they were willing to trade experience for 'talent' and take a risk on me. Dream job number 2. For those of you who don't know publishing, there isn't a 'better' job than AD. People don't leave this job. Openings happen when people die or retire. I've made it. I'm living the dream. Right?

Kind of. Year 1 was the best. I had all the freedom that I could possibly want and put out the best work of my career. I got to help launch a few careers and I felt like what I was doing mattered. Then, the cracks. Interdepartmental things. The freedom disappeared. Endless meetings that went nowhere. The inability to talk people out of terrible design decisions. Interpersonal conflicts. Getting verbally abused regularly. I kept telling myself that people don't leave jobs like this. This is THE DREAM. I'm being ungrateful. Etc. By year 3, I knew. I told myself I'd give it until the end of the season. They got to me first; which, in a way, was a blessing. I could qualify for EI and take some time to figure out what to do next.

And that's where I am now. I took the time to think about what I wanted to do. Did I want to go back to freelancing? Find another job in publishing? Do literally anything else? I came to the realization that I'd only truly be happy bringing cool things into existence so that's what I'm doing. I linked up with a friend who was also underemployed and we started a publishing company. Board games this time. This is our first year and we've made $0 and I'm the happiest I've ever been. I don't know if we can make this work, but I'm going to put everything I have into trying. Picture is from our first show where we did not make our table fee back.

https://preview.redd.it/tkwy6upwk81h1.jpg?width=3108&format=pjpg&auto=webp&s=7c1d8356d33c8292dc20c97d875b27607a3790ea

If you made it this far, thanks for reading. Hopefully some of you connected with my story. My dream is no longer work at D+Q or be an AD: it's to make things that people connect with and enjoy. Life is long and meandering and you'll never know where you'll end up.

reddit.com
u/SammyTeas — 2 months ago

[OC] Teaser for Forthcoming Tabletop Project

It's my first time animating pixels so be nice!

u/SammyTeas — 2 months ago