I work for businesses, someone says B2B. My clients are usually medium-sized companies that are willing to find new formulas. New ideas to disrupt the market out there. And I think it’s a great choice for them to hire contractors like me for this stage. Someone calls it 0-to-1, but I still prefer the classic pre-production.
With internal teams, it is very hard to innovate, because of many factors. External contractors, instead, can help you find new ideas or variations to your ideas. You don’t have to pay the salary to an employee for this research, plus you engage with someone who is doing this every single day. I am looking at different challenges from different realities every single week of my life. My vision is broader than a common employee working on a single project every time.
Because the games industry has changed a lot in recent years, many companies are looking for people that make the whole games from start to end, but I think this should evolve. We need specializations in specific development areas. Pre-production, production, operations.
Over the last few years, I think I acquired huge experience with the first stage, the pre-production. This is because of specific requests from my clients. My clients helped to build my little business. My technical skills let me focus on both vision/strategy and content (level design with Unity, dialogues, and so on).
- Pre-production: this is where I operate. I help you find new ideas to work on.
- Production: your team will develop the complete game, once you decide to go for it. Once you have the 1 of the 0-to-1 stage.
- Operations: your team operates the game. Still, sometimes I do small consultations for new features that need pre-production. New ideas for service based games.
One thing that I put the focus on is on the fantasies and aesthetics (more on this in another post), but the most important thing to me is quality. Oftentimes people tend to avoid quality in pre-production to quickly pass to production. For good games, the duration of pre-production is 1/3 of the whole project. Imagine your development time is 3-5 years, we are talking of 1-2 years of pre-production. A good 0-to-1 is fundamental to go 1-to-1000.