Web (cross platform): majority of revenue, took years to build up Mobile games, mobile apps: First source of revenue, pretty reliable and good revenue High end desktop games: Starting to see revenue after years, in the minority of sales, even though saw high interest right awayhttps://twitter.com/scottmichaud/status/1154896008863784961 …
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Of course I can just speak to my experience, which isn't this universal/objective thing. I came from the game industry so those were the people I knew, but now most of our revenue and most of our business meetings are outside games because that's more reliable and profitable.
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But mobile games and apps will always have my attention and loyalty because they supported us from day 1. They get image compression even better than the desktop/console space which prides itself on tech achievement, because they've got strict hard limits.
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I also see mobile games and apps as more metrics-focused when it comes to business strategy. It's not wishy-washy, there's much less politics. Do we get the download/image size down or not? How does that affect conversion and their sales? Okay good we're in. I love that.
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But now that we're established in the cross platform/streaming/web space, I'm seeing a lot of opportunity there. It seems with we had to get the right level of baseline support before we were welcome, but now that we're in there's good money.
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I wish I could say the same about high end desktop/console games. It's like they require the same level of clout that web does to get in the door, except after that the $ isn't flowing in the same way. I go for the good opportunities but I don't focus a lot of sales efforts there
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Replying to @sehurlburt
I wonder (idly, with low confidence) whether this isn’t partially related to the gaming industry’s general relationship to talent? “Why pay $$$$$ for software when our software gets written for practically free?” This is a thing less believed in some web companies.
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Replying to @patio11 @sehurlburt
The alternative isn’t “do an engineering sprint” it’s “staff a compression team” and that’s, finger to wind, $3 million a year all in, for essentially the minimum viable AppAmaGooBookSoft engineering team. (4 engineers at mixed seniorities, one EM, overheads)
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Replying to @patio11 @sehurlburt
P.S. if you are selling into a software company, peanut gallery, positioning your license/service/consulting gig as “less than one head[/headcount]” is a great way to do it.
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“How much does a head cost, Patrick?” If I told you $300k or so at AppAmaGooBookSoft I think I’m lowballing you. (Remember, this builds on the TCO of an employee not what the employee understands their salary to be.)
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Replying to @patio11 @sehurlburt
Ok if one head is $300k/yr how come five heads (what is an EM?) are $3MM/yr?
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Engineering Manager, I believe. The $3MM/yr is probably because he said mixed seniority, and because he was lowballing the individual cost, and because the $3MM/yr includes overhead.
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