CMF Conceptualization Iteration 4 – Funding and Bizdev and Planning Oh My!

Turns out this post is part of a series documenting my first application to the Canada Media Fund and in particular its Conceptualization program

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Paint By Monsters Has Funding!

I’m pleased to announce that Paint By Monsters was accepted for the 2022 CMF Conceptualization program, and has now been approved for funding by the CMF.

I’m also pleased to say the fine folks at Stellar Boar have agreed to work with me to lend their amazing artistic talents to the game.

It’s been a long road to get here, and at times I wasn’t certain things would work out. I’ve had to reflect on my goals for Perfect Minute Games itself while trying to work this project out.

The Aforementioned Long Road

In the intervening time I lost my day job, which has been rough in a bunch of different ways. But it also invites the alluring possibility of going full-time with game development.

I haven’t come to any hard decisions there, but I have come up with a kind of vision of what I think that would look like. I also had to incorporate the company, which means I’m the President and sole shareholder of the newly-minted Perfect Minute Games Inc. In other words, meet the new gamedev: same as the old gamedev.

But I’ve also got a diagnosis to think about, and its consequences have implications for me as the President of said company and its hypothetical evolution into a much more ambitious full-time pursuit.

I’m talking to some folks about further possibilities – people I want to work with, projects I want to plan for, funding I might need to execute on such a plan – and while all of that has been interesting, it’s a whole lot of work. Given I haven’t committed to this idea, that means I’m still mostly doing Perfect Minute stuff once I’ve gotten “real stuff” (job searching, grocery-getting, snow shoveling, dog entertaining, etc) accomplished each day. So for now, it’s mostly vision.

Bizzy Devvy

One of the skillsets that actually might help with turning that vision into something more, however, is bizdev. And as it turns out, I’ve actually done enough of that at this point, via various startup projects and events and communities (Oh My!), to feel minimally competent at it. I even made some slides for your entertainment, gentle player.

Pitch Deck

A pitch deck isn’t the most comfortable exercise to do for this company, not least because company decks tend to be used to attract equity investors – folks who want a piece of not just the project but the entire business. Those folks sometimes insist on conditions that can become onerous or even dangerous to the people in the company.

But the deck was still a useful exercise. It was created primarily as a preface to a conversation with the local tech accelerator, which has incubated at least two or three other studios over the past 20 years. In that context, creating a deck forced me to look at things with fresh eyes. I had to think about where I might be able to do something new-ish, something that would give folks a reason to believe that the company is worth investing in.

All of the “opportunities” I’ve identified in the deck are operational ones, which means they’re both easy to copy and extremely difficult to get right. That’s not what anyone who’s considering investing in a business wants to hear, but then again, every investor in my neck of the woods has already laughed me out of their office as soon as I mentioned game development.

Plus, there are a few companies I would say have already gotten this operational model right – PopCap, back in their early days, but also Brace Yourself and Supergiant. Those are intimidating competitors, but they’re also incredible company. One of the nice things about creative work is that nobody is really your direct competitor.

So sure, BYG are making Phantom Brigade, which is probably the best SF game you haven’t played yet, and sure, Powered A(r)mour is, in part, an appeal to all the mech game lovers out there. But that audience is far from being inundated with more great mech games than they could ever wish for. There’s even a case to be made that these two games, were they to coexist (and I hope they do someday!) would be seen as part of a larger revival of mechs in games. That’s a dream I could hang onto.

Moreover, while the examples I’ve listed are certainly worth some attention, they’re kind of exceptional. A lot of studios – especially indies – aren’t formed with a vision of company-building. They’re built around a single project, or maybe even just a group of folks making games together.

Don’t get me wrong, those are absolutely fine ways to approach things. But if you’re in my position and you suddenly need to think about what’s required to create a sustainable business, you need to think bigger.

Building For Years, Not Games

When I reached out to the accelerator folks and to the tech and business community more generally, two important questions arose immediately:

  1. What’s your revenue model?
  2. What’s your path to $1M annual recurring revenue (ARR)?

$1M ARR is a kind of survival benchmark. If you can get to that level of revenue (without burning through millions of dollars in the process), so some folks will tell you, you’ve survived the part of the curve that kills off more than half of all startups.

It’s not quite that simple, of course – startup failure statistics vary drastically by industry, for one thing – but as big a number as it might seem, $1M ARR should just about pay for 10 people and some (limited, carefully controlled) business expenses. 10 people isn’t a huge studio, but it’s over a third the size of Supergiant or BYG, both of which I’d tend to consider successful, stable entities, and neither of which is all that much older than Perfect Minute in absolute terms.

Still, a path to $1M ARR feels…intimidating. If I look at Vampire Survivors, at its $6 price point, and considering that something like $2 of that price will go to Steam and payment processing, it would be necessary to sell TWO HUNDRED AND FIFTY THOUSAND copies to reach that target. And not just one time – that number, every year, for as long as the company operates.

Now, Vampire Survivors is a breakout hit. I’m sure poncle has long since topped the million-dollar mark. But it has spawned an endless stream of imitators, and very few of those will have the same luck. You can’t bet on hits. You have to plan as if you’re going to be really, really average. Or better yet, really incredibly median.

The thing that’s required here is Market Research. I’ve been looking for publicly available game-specific market research resources for years now, and so it’s simultaneously gratifying and vaguely irritating to only just now happen upon VGInsights’ Steam Analytics and Top Charts data, not to mention their excellent indie game price analysis.

Applying the Data

Taken together, these resources offer enough information to do some back-of-the-envelope calculations about sales figures and revenue. I threw this data into the finance section of Futurpreneur’s excellent Business Plan Writer tool and exported the data to a spreadsheet that I could point to for reference when talking about revenue projections.

PMG 3-Year Financial Projections

I’m sure someone will point out that these figures are hopelessly optimistic, that the median revenue for indie games is vanishingly small, that even planning for the median requires some big assumptions. And I won’t argue those points. This is where the rest of the vision I outlined in the pitch deck come in.

Of course, you can have all the vision in the world and it’ll do no good unless you can execute. If, for example, your business model relies on launching 4 games a year, you can’t half-ass it. But that’s what project plans are for.

3-Year Resource Allocation Plan

It’s hard to look at that plan and not think of all the ways it could go off the rails. But you don’t necessarily have to execute any plan perfectly and to the smallest detail. Nor do revenues have to track exactly with projections. Luck plays a part. The point is to give ourselves the best statistical chance we can.

Is It Realistic?

While I was working on all this, I found a bunch of gnarly issues with my plans.

Taking out a massive operating loan at 7% interest, for example, could cripple the company. The interest and principal payments could throttle cash flow long before revenue can grow enough to compensate. Better, then, to acknowledge that a smaller loan is a better option, even if it requires extra work to seek other funding options.

Ditto piling 2 years or more of non-monetized post-release work on half a dozen games on top of the effort required to actually build the next game. It’s critical to control the amount of work in flight at any given time. Putting the numbers into a spreadsheet I discovered exactly how hard this vision would be to execute successfully. But I also confirmed that it is doable, at least on paper.

Just as importantly, I believe that having a plan, however starry-eyed it may be, is a necessary first step towards success. I don’t know what the next step will be, or whether I’ll take it once I do know.

For now, though, I’ll just say:

I did this, so you can do this. Take whatever value you find in what I’ve written here. I hope it helps you figure out some important bits of your own starry-eyed vision.


Featured Image: “Construction Tunnel” by chrismetcalfTV is licensed under CC BY 2.0.

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