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The indie video game industry attracts an enormous amount of enthusiasm and curiosity, blending cutting edge tech, a creative industries environment and a certain rebellious energy. It is idealised as a world where creative and technical ability is given free reign and can yield enormous financial and reputational rewards. But what is it really like to enter and work in this space? And how do the universal aspects of organisation, including teamwork, leadership and competition, manifest in this unique environment?
By embedding himself in just such a hub, the author was able to explore the experiences and interactions of ten indie game companies, four mentors, various funders, and two interns over a one-year period. The narrative is structured around six critical events: the introduction of newcomers, change in organizational rules, departure of a dominant social actor, self-inflicted crisis, introduction of a powerful manager, and external crisis. A process view shows how these events can hinder or accelerate creative production. Going beyond success stories or failure statistics, this book analyses the organizational and entrepreneurial strength of this approach, which combines aspects of the incubator and accelerator models for start-up development. At its heart though, this book attempts to give a fleshed out and analytical picture of what it is really like to work in the indie video game industry and offers practical lessons for indie-game developers.
Devon Gidley is a software developer who earned his PhD at Queen's University Belfast, UK, studying the video game industry. Previously, he has worked as a project manager and business analyst in the creative industries and new product development. He is an enthusiastic gamer and believer in the positive impact of a robust indie video game community.
Foreword.- Prologue.- Chapter 1- New Players: Introducing newcomers leads to rumblings.- Chapter 2- Next Level: Significant rule changes leads to a new game.- Chapter 3- AFK (Press Pause): The departure of an influential member leaves a void.- Chapter 4- Boss Fight: Changes in priorities leads to a self-inflicted crisis.- Chapter 5- Extra Life: New power leads to a change of direction.- Chapter 6- End Game: An external crisis leads to an existential quandary.- Chapter 7- Post Mortem: Practical lessons in incubating creative development.- Chapter 8- Critical events in an emerging proto-institution.- Chapter 9- Toward a theory of accelerated creativity.- Epilogue.- Afterword.
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