How to start your own game company

First things first: this article is old,
really old. But that's not to say it's irrelevant. Written in 1998, the article details game programmer turned
entrepreneur, Greggman's experiences of starting up (and eventually shutting down) three video game companies. As most
people know, you can learn a lot from failure. So as a way of helping out similarly entrepreneurial programmers, he
wrote up a guide showing people how to create a successful game company. Some of the tips are relevant for any kind of
company, not just for one focused on creating games. We've summarized the main points below:
- Start small - take a look at your budget, resources and time available. Then plan for a game that
you can make within these constraints.
- Find funding - always a hard task. Make it
easier for yourself by making a polished demo of your work.
- Be realistic - don't
plan for your first game to be the next Quake. Don't expect to ever release the next Quake.
- Hire good people - make sure you've got a good game director.
- Be
selective about hardware - don't go overboard and get top end equipment when it's not needed. Essentials: big
monitors, lots of RAM and a reliable network.
- Be tough - you've got to hold your
staff accountable for their work. If they're not hitting targets, let them go.
- Be fair
- as the director, you've got to ensure people work together effectively. Make sure your staff are happy:
restock fridges, buy meals and make people comfortable.
- Finish your product! -
never, ever release an unfinished product. There has to be nothing left to do when you release your
work.
Anyone else got any tips for making it in the games industry?