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		<title>Some notes from ECGC</title>
		<link>http://www.allegro.cc/forums/view/617381</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Sun, 22 Apr 2018 21:05:22 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hey I attended a few talks today. Here&#39;s my notes:</p><p><b>Breaking In w/ Emily Gulrian</b><br />- Not Cut and Dry<br />- Job is not same as career<br />- Epic is game dev &amp; tool company<br />- Having a job doesn&#39;t make you an artist - making art makes you an artist<br />- Don&#39;t wait!<br />- Do research to find info on companies<br />- Improve! Don&#39;t stop.<br />- Have to have solid examples, a good portfolio<br />- What are you good at? Don&#39;t be a jack of all trades.<br />- Research salary &amp; payment / benefits, cost of living<br />- Know what motivates you<br />- Don&#39;t go into game industry for money - go into insurance, etc<br />- Know what you want: structure, innovation, etc<br />- What do you need? Strong portfolio, passion, and culture fit<br />- Make resume simple: email, jobs, portfolio, etc should be clear<br />- Internships are great!<br />- Keep info relevant.<br />- Best stuff on portfolio only--don&#39;t include old things, it makes you look bad<br />- Prepare for interview--social situations, not just interview questions<br />- Projects, projects, projects<br />- Never stop learning<br />- Keep good habits to keep yourself healthy &amp; on top of things<br />- Only include things you <b>know</b></p><p>Question: Would a commercial indie release sub for professional experience, even if it&#39;s not financially successful? Resounding YES.</p><p>## Hiring process at Epic<br />- epicgames.com/careers &amp; @EpicTalent<br />- Portfolio review by HR<br />- Portfolio review by Expert<br />- Skills test<br />- HR phone interview<br />- Expert phone interview<br />- On-site interview</p><p><b>Marketing with Sergey, creator of Steam Spy</b><br />- Steam is biggest game service in West (China has a bigger one)<br />- 22,482 games released total, 7,696 in last year (2017)<br />- Top 100 games account for 50% of revenue</p><p>- 9500 median owners for game<br />- 5000 for indie games<br />- 1500 for indie games in 2017</p><p>- $5.99 median price for game on Steam<br />- $3.99 for indie games<br />- $2.99 for indie games in 2017</p><p>- $150,000 for top 2000<br />- $160,000 for top 2000 in 2016</p><p>- 2000 indie games in 2015<br />- 13624 in 2018</p><p>- 65 million own indie game<br />- 24 million own five or more</p><p>- $20 and $60 best price points (by profit/sales)</p><p>- 64% of Steam users speak Chinese<br />- 18% English<br />- 13.9% from US<br />- 23% own games in US</p><p>- US is biggest market, followed by Germany</p><p>- 2017 best year for Valve<br />- Most games fall at tail end, driving down average<br />- Direct smaller effect than Greenlight</p><p>- Consoles very profitable for indies<br />- Nintendo Switch is like mobile marketplaces</p><p>- Discoverability #1 problem for indies<br />- Steam has terrible discoverability</p><p>1. Press<br />2. Advertise/market ASAP, don&#39;t want until before release<br />3. Have a plan for release<br />4. &quot;Network like hell&quot; - Attend PAX, E3, etc</p><p>...</p><p>Think it would be useful for some of you <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />.
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Thu, 19 Apr 2018 00:30:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/617381/1036905#target">Aaron Bolyard</a> said:</div><div class="quote"><p>
Question: Would a commercial indie release sub for professional experience, even if it&#39;s not financially successful? Resounding YES.
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This is what I took away from it. I need to make a portfolio. And finish some stuff.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 19 Apr 2018 14:00:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;m going to post my notes from a talk about patents and a talk about marketing/funding later.</p><p>ECGC was awesome!</p><p><span class="remote-thumbnail"><span class="json">{"name":"vDFZ0QI.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/c\/8c8e0946e9efd4943a42f4ff473cdd4d.jpg","w":4032,"h":3024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/c\/8c8e0946e9efd4943a42f4ff473cdd4d"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/8/c/8c8e0946e9efd4943a42f4ff473cdd4d-240.jpg" alt="vDFZ0QI.jpg" width="240" height="180" /></span></p><p>(That&#39;s me! Of course...)
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Fri, 20 Apr 2018 05:40:42 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Awesome! Glad you had fun!</p><p>You remind me of the guy from 3rd Rock from the Sun.</p><p><span class="remote-thumbnail"><span class="json">{"name":"hqdefault.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/3\/13489e1abc36b3bc5c4597b630d24cdc.jpg","w":480,"h":360,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/3\/13489e1abc36b3bc5c4597b630d24cdc"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/1/3/13489e1abc36b3bc5c4597b630d24cdc-240.jpg" alt="hqdefault.jpg" width="240" height="180" /></span></p><p><img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Fri, 20 Apr 2018 12:42:30 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thank you! We do look surprisingly similar, haha.</p><p>Here&#39;s my notes from the patent one. This one was really interesting! There&#39;s a marketing one I&#39;ll post later, too. Still have to transcribe it.</p><p><b>Gaming the Patent System w/ Daniel rose</b><br />- Copyright doesn&#39;t protect gameplay<br />- PUBG vs NetEase, PUBG claims copyright on gameplay, will (probably) lose<br />- To protect gameplay, patent!</p><p>## Using IP<br />- Offensively: lawsuit, DMCA, injunction<br />- Defensively: contersuits, protecting via prior art, cross-licensing<br />- Asset: licensing, obtain VC funding, buy-out/acquisition, tax break</p><p>- Zynga has 700 patents<br />- Ubisoft has 200<br />- Others have more or less</p><p>Patent must be:<br />- new<br />- non-obvious<br />- eligible (not abstract, not software per se, on it&#39;s own)</p><p>Try for middle-ground: not too general, not too specific.</p><p>- Groups TC2100, TC2400, TC3600, TC3700 govern most patents relevant to games; 70% allowance<br />- Some AU are more forgiving, some are not; try and maneuver into forgiving AU<br />- Use different language--using different words or examples can steer towards a better AU</p><p>- Look at title, field, abstract, claims, figures</p><p>- Avoid e-commerce terms; AUs responsible have high rejection rates<br />- Don&#39;t focus on player<br />- Try and make it so it be can applied in other fields if possible (e.g., AI)</p><p>- Provisional patents are good during development: secret but allow securing an earlier grant date</p><p>## Patents<br />- Patent is the right to exclude others from using IP<br />- Requires disclosure<br />- Costs 15,000-25,000 USD</p><p>## Copyright<br />- Copyright: right to make copy<br />- Protect creative expression<br />- Requires originality<br />- Hypothetical: If a person lost in a cave for 20 years came up with Harry Potter completely independent of Rowling, he or she would be eligible for copyright<br />- $35, can be a compilation</p><p>## Trademark<br />- Right to use mark in commerce<br />- Lasts forever, as long as mark remains linked to specific product/service<br />  - E.g., escalator--no longer a trademark<br />- $2,000</p><p>## Trade secret<br />- Right to be from industrial espionage<br />- Can&#39;t do much if leaked; can only go after individual who leaked, none other</p><p>## Contracts<br />- E.g., NDA</p><p><b>Answers to Questions</b></p><p>At one time can I apply for a patent?<br />- Patent grace period starts when product is sold</p><p>How to make money while working towards patent?<br />- Investment in company ok (e.g., venture capitalist), investment in product not ok (e.g., crowdfunding)</p><p>How to prevent a patent from becoming &#39;prior art&#39; while showing off game?<br />- If gameplay/talk expose how idea can be implemented, no longer eligible<br />- Try provisional patent</p><p>...</p><p>There&#39;s a <i>really</i> unique gameplay mechanic in a game I&#39;m working on that could actually be applied to real life situations so a patent would be nice. (I&#39;m a hypocrite!).
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sat, 21 Apr 2018 04:27:36 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I thought that these posts would not be interesting, but actually they are.
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		<author>no-reply@allegro.cc (m c)</author>
		<pubDate>Sun, 22 Apr 2018 14:59:59 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>What can I say, I&#39;m good at taking notes <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" />
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sun, 22 Apr 2018 19:51:51 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>And what a sweet $ss. <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" /></p><p><div class="media-player youtube"><div style="margin: 1em 2em; background: url(/images/movie.png); width: 180px; height: 100px; text-align: center;"><a href="http://www.allegro.cc//www.youtube.com/watch?v=RcYkinNL_Lo" target="_blank"><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/object/6/1/61df49941854190167a7b4f904d1fb97.jpg" border="0" alt="video" title="Click to play video" /></a></div></div>
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		<author>no-reply@allegro.cc (Chris Katko)</author>
		<pubDate>Sun, 22 Apr 2018 21:05:22 +0000</pubDate>
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