Im an indie developer who has had multiple games hit the Top Charts. I have millions of downloads and tons of revenue under my belt, so earlier this year I decided to take all of that knowledge and real world experience and start a game publishing company. Since we are now getting a lot of submissions, I wanted to share some of the things Ive learned being on the publishing side of the fence. Hopefully this information is helpful as it relates to you getting a publisher to notice and potentially sign your game. While my DOs & DONTs List might be particular to me and Storm Watch Games, some of the points should also apply to other game publishers. The DOs DO Create an amazing game! I know its easier said than done, but it needs to be said. DO Create an amazing game that can make money. Even though we help our games with monetization strategy and optimization, some people create games as a hobby or as a personal expression of their art and dont care about or think about how their game will monetize. We love those games as players of games, but as a business, there needs to be a way for the publisher to get a return on their investment or they will go out of business. Publishers going out of business will make baby unicorns cry and nobody wants to see that. DO Include the name of your game somewhere in the subject line. Subject lines like Game Publishing or Game Submission without the name of the game are too generic. See our Game Submission E-mail Template for more details. DO Tell us the name of your game. Seems pretty simple, but we get a lot of submissions that forget to name their game. DO Tell us your name. Youre submitting your game to a business so provide a real contact name. DO Send a game play video. Not just a 30 second trailer, but an actual longer video of unique game play. DO Send a game trailer. DO Send a screenshot or icon of your game. In a sea of submissions, a good visual will help your submission be remembered. DO Label all of your files with your name and the name of your game. The name of all the collateral you submit should contain the game name you submit in your e-mail. That way when Im looking through a batch of submitted videos, Ill easily be able to follow up with the developers of the ones I like. DO Keep your submission e-mail simple. There is no need to go into a long story about the origins of your game, or your background, or how well you think the game will do because none of that will matter if your game sucks. Just provide the most relevant facts in your first e-mail. If there is interest from the publisher, you can follow up with more information. I posted an example Game Submission E-mail Template here. DO Have an iOS version. If you want to be on mobile, you really need to be on iOS. Some publishers focus primarily on iOS games, so if your game is only Android, youre making it a little harder on yourself. DO Be flexible or open to ideas. We never publish a game without giving mass amounts of feedback on creativity, game play, monetization, graphics, icons, back-end, etc.. If you are 100% convinced that you are the best thing since Pokemon Go and youre not changing one line of code or one graphic because your game is perfect, or if youre not open to new ideas, some publishers may not want to work with you. DO Be patient. There are tons of game developers and only a handful of publishers. Even though all of our releases hit the top of the charts, Storm Watch Games is not currently as well known as some of the major publishers like Ketchapp, Chillingo, EA, etc. yet we still get at least a few dozen submissions per week. You can imagine how many submissions the bigger publishers get. Just because a publisher hasnt immediately responded to your e-mail doesnt meant they arent interested. We respond to 100% of game submissions. When we have time we even give feedback regardless of whether we plan to sign a game or not. That takes a lot of time so be patient. DO Submit games that are already live. A lot of people ask if well consider games that are already on the App Store. Some publishers may not but I say yes. However, there is a different standard for live games. Be prepared to have details and numbers ready when you submit a game thats been on the store. You should have answers to questions like... What ad networks are you currently using? What analytics service are you currently using? What push notification service are you currently using? How many downloads does your game currently have? What is your game's average session duration? When was your game first released? What is your ARPDAU? What is your Day 1 retention? What is your Day 7 retention, if applicable? What is your Day 30 retention, if applicable? The DONTs DONT Forget to include the name of your game in the subject line of your submission e-mail. Subject lines like Game Publishing or Game Submission without the name of the game are too generic. DONT Submit a TestFlight Beta invite from a name different from your submission e-mail without stating that in your e-mail. If your name is Blue but your developer TestFlight name is Cheese, we wont know they are both the same person and thus we wont know how to get in touch with you. DONT Label your video demo or gameplay or v1 or anything else generic. The name of all the collateral you submit should contain the game name you submit in your e-mail. That way when Im looking through a batch of submitted videos, Ill easily be able to follow up with the developers of the ones I like. DONT Be a jackass. The publisher / developer relationship is a long term one, if done right. There are way too many games out there being submitted for a publisher to want to partner up with somebody they dont like. Yes, I technically could publish a game from somebody I didnt like, but if Im going to bust my ass trying to make a developer rich, Id like to know I was doing it for a good person. Some publishers may not care, but I do. DONT Think that publishers owe you anything. This goes with the dont be a jackass rule above. If you have the attitude that publishers barely do anything to earn their money, dont waste your time contacting publishers. DONT Submit your game to publishers if you are already deep into negotiations with another publisher. If Publisher A wants to sign your game but you say you cant do it yet because youre still negotiating with Publisher B, it doesnt make you look good. DONT Submit a game that was created from a template from a source code site. If any publisher wanted to publish a game like that, we could just buy the template ourselves. DONT Submit a simple Buildbox game that looks like all the other simple Buildbox games. If you pick a Buildbox preset, change the colors and hit export, that game is not worthy of getting a publishing deal. DONT contact the publisher one hour after theyve accepted your TestFlight invite asking why they havent contacted you about publishing your game yet. Yeah, thats happened before. DONT Send links with short links. Just send the raw link. No bit.lys or anything like that. Thats all I have for now. I might revise this list as more comes to mind. Good luck! Originally published at stormwatchgames.com on July 15, 2016.
thanks a lot for your list! Really worth reading! Btw, are you still into publishing indie games? Hope you're, because we're actually about to submit our title. Check you emails asap We have kinda complex situation regarding our app... we'll explain it in the letter.
Thanks for posting the list, very useful. What does a publisher provide and expect in return? I imagine it's about giving you exposure you wouldn't or couldn't normally get for your game but how is it different from getting a marketing/pr company? Does a publisher actually get involved in a game's development? Very interested in how it all works.
Usually publisher has a huge base of players he can promote the game to (cross-promo with other games from the portfolio). Publisher has more experience in monetizing the game and polishing its economics. Publisher does all the marketing and promotion of your game while you're just doing development stuff and preparing updates. Publisher does QA and testing your game, plus localizes it into different languages. Publisher usually gets a certain % of revenues from your game. It's a revenue share deal. And a publisher supports the game after it is officially released depending on how long your publishing and licensing agreement lasts. Publisher is not usually involved in gamedev, at least you give him source codes (that's actually a bad think, so you should never do it). Publisher gives you advice on what feature to develop in order to get more retention or engagement. The main difference with PR\marketing firm is that your partnership with a publisher is based on a long-term basis, and you don't have to pay them for their work right away or right after the work is done. Publisher is more responsive and really interested in promoting your game because you have a revenue share deal (so you share the revenues of your games with them), they're interested in promoting the game properly to earn more money. And Publisher is more dedicated to gaming than common PR\marketing firm.
Thanks very much for taking the time to explain. That makes a lot of sense, I can see why a publisher would be such a great asset to a project. I'd love to have one!
Yeah, but it's hard to find one! Cuz we're struggling right now with a type of game we have) It's just not the type most publishers are looking for at the moment, and we actually agree with them, because you always have to be predictable and stick to the trends. (card-battlers, RPGs, mahjong, etc)