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	<title>Frozenbyte &#187; jiri</title>
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	<link>http://frozenbyte.com</link>
	<description>The Finnish independent game developer</description>
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		<title>Looking for a concept artist &amp; playtesters</title>
		<link>http://frozenbyte.com/2008/05/26/looking-for-a-concept-artist-playtesters/</link>
		<comments>http://frozenbyte.com/2008/05/26/looking-for-a-concept-artist-playtesters/#comments</comments>
		<pubDate>Mon, 26 May 2008 12:49:45 +0000</pubDate>
		<dc:creator>jiri</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Frozenbyte]]></category>

		<guid isPermaLink="false">http://frozenbyte.com/?p=61</guid>
		<description><![CDATA[We're looking for a concept artist &#038; playtesters.]]></description>
			<content:encoded><![CDATA[<p>Our concept artist is off to <a href="http://www.mil.fi/">serve his country</a>, so <a href="http://frozenbyte.com/careers/concept-artist/">Frozenbyte is looking to hire a concept artist</a>. See the link for details &#038; information on how to apply.</p>
<p>The ideal candidate is someone who is at least somewhat familiar with game development &#038; is an experienced digital artist &#8211; there is a lot happening here at the moment, so we&#8217;d prefer a candidate who can start working full-steam as quickly as possible.</p>
<h2>Playtesting</h2>
<p>We&#8217;re also looking for people to <a href="http://frozenbyte.com/playtest/">play our games and tell us what they think</a>. Simply fill out the <a href="http://frozenbyte.com/limesurvey/index.php?sid=69661">application form</a> and you&#8217;ll be contacted when we arrange a testing session.</p>
<p>One of the games you&#8217;ll be testing will be released later this year, and will naturally be the media event of the year in Finland. So here&#8217;s your chance to get something to brag about. <img src='http://frozenbyte.com/wordpress/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<slash:comments>9</slash:comments>
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		<title>Secret game developer man</title>
		<link>http://frozenbyte.com/2008/03/18/secret-game-developer-man/</link>
		<comments>http://frozenbyte.com/2008/03/18/secret-game-developer-man/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 12:50:11 +0000</pubDate>
		<dc:creator>jiri</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Game development]]></category>

		<guid isPermaLink="false">http://frozenbyte.com/2008/03/18/secret-game-developer-man/</guid>
		<description><![CDATA[Trying to answer the question "why all the secrecy?"]]></description>
			<content:encoded><![CDATA[<p>I was thinking for a good topic for my first post in the <em>Official Frozenbyte Blog</em>, but after running into a dead-end after a dead-end, I realized there&#8217;s only one way to start it off: <strong>by disappointing our readers</strong>!</p>
<p>It&#8217;s not something I wanted to do. We&#8217;re working on some very cool stuff at the moment, and I&#8217;d love to tell everyone about it. But I can&#8217;t. Let me explain.</p>
<h2>&#8220;What&#8217;s so secret about your work, Mr. Big Shot Game Developer Guy?&#8221;</h2>
<p>Ever since I started at Frozenbyte, I&#8217;ve been constantly running into this question. Let&#8217;s assume I&#8217;m talking to a nice lady at a bar <small>(for argument&#8217;s sake&#8230;)</small> The conversation could go something like this:</p>
<ul>
<li><strong>Her:</strong> Oh, you&#8217;re SO funny! Are you like a professional comedian or something?</li>
<li><strong>Me:</strong> Actually, I make games.</li>
<li><strong>Her:</strong> *blank stare*</li>
<li><strong>Me:</strong> You know, Xbox and PlayStation and such.</li>
<li><strong>Her:</strong> Oh, cool! So what kind of games are you working on?</li>
<li><strong>Me:</strong> Umm, I can&#8217;t really tell you.</li>
</ul>
<p>&#8230;and it&#8217;s all downhill from there. So why can&#8217;t I brag about the work our team is doing, in order to take the nice lady home and impress her with my limited edition Big Daddy figurine?</p>
<h2>NDA</h2>
<p><strong>NDA</strong> stands for <em>&#8220;Non-Disclosure Agreement&#8221;</em>, and most people in our industry have signed several of them. Most people in any industry are familiar with them, so if you don&#8217;t know what I&#8217;m talking about, <a href="http://en.wikipedia.org/wiki/Non-disclosure_agreement">let Wikipedia educate you</a>.</p>
<p>I have an NDA with Frozenbyte, and Frozenbyte has tons of NDAs with publishers, contractors, middleware companies, etc. So there&#8217;s a lot not to disclose. But talking about our products &#8211; games &#8211; especially, why can&#8217;t I tell what we&#8217;re working on?</p>
<h2>Marketing</h2>
<p>To over-simplify how things work for traditional third-party developers like us, this is the model we use:</p>
<ol>
<li>We make a game</li>
<li>A publisher sells the game</li>
<li>Profit!</li>
</ol>
<p>Making a game is certainly a delicate process. But marketing (and eventually selling it) is just as delicate, and a good marketing campaign is very well planned in advance and carefully timed to gain maximum visibility for the product.</p>
<p>So let&#8217;s say I announce on this blog that we&#8217;re making a game where you&#8217;ll be able to <strong><em>shoot at mutant cannibal hippopotamuses with a gerbil-powered laser weapon shaped like an Ibanez axe</em></strong> and take a look at what this would mean for us in two different scenarios (we&#8217;ll ignore the scenario where <a href="http://ibanez.com/">Ibanez</a> sues us for trademark infringement for now&#8230;)</p>
<h2>Scenario 1: Unsigned game</h2>
<p>In this scenario, we haven&#8217;t actually signed the game with a publisher yet. This means we&#8217;ll first have to convince a publisher that our idea will make them billions of euros (or dollars, but then we&#8217;d need to be making gazillions&#8230;) Even if the product acquisition guy at the publisher&#8217;s end doesn&#8217;t go <q>umm, this doesn&#8217;t really fit into our portfolio&#8230;</q>, their marketing department might still have some doubts about their ability to sell this game to the buying public. I&#8217;d rather like to have a conversation with them (<q>ok, how about we make the laser hamster-powered instead&#8230;</q>) than lose out on a publishing deal because of a silly blog post.</p>
<h2>Scenario 2: Signed game</h2>
<p>As I said, our job is to make the games, and the publisher&#8217;s job is to sell them. I assume they do their job, and let me do mine. We have detailed plans and schedules, as do they. Sometimes they&#8217;ll come up with silly ideas that they think would really help sell the game &#8211; but I hope they ask us before announcing them to the public. The same goes for us &#8211; we might think it&#8217;s a great idea to announce <em>Hippo Killer 3000</em> two years before the launch date, but they might think we just destroyed their marketing plan. And maybe we did. Oops.</p>
<p>Maybe I&#8217;ll just let them do the marketing &#8211; and hope they come up with a better name than <em>Hippo Killer 3000</em>.</p>
<h2>And other reasons&#8230;</h2>
<p>Besides marketing, there&#8217;s plenty of other reasons to stay tight-lipped about projects that aren&#8217;t near completion. There&#8217;s still innovation in the game business, and where there&#8217;s innovation, there&#8217;s idea theft. A publisher might hear about our idea and put one of their own teams working on a very similar game, even when we&#8217;re still looking for a publisher (oh wait, did that already happen&#8230;?)</p>
<p>&#8211;</p>
<p>So, the point I&#8217;m making is this: games media is where you can read about our games <small>(ok, of course we&#8217;ll also tell <em>something</em> about them here)</small>. But if you&#8217;re interested in how they&#8217;re made (and by whom!), then you might just have come to the right place. Welcome!</p>
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