After a first, tightly packed week about game business, it is time to write down some essential bits of advice. When founding your own company, don’t do it because you want to produce that single one Ultimately Life Changing Product™, that takes years to produce and — especially in the game business — might be a failure anyway. Rather start out with small products, so that some of them will produce revenue, while other are allowed to be failures.
When pitching an idea say the relevant things in the first 3 sentences. If your discussion partner is not interested after that, he will not be after some additional 2 Minutes (which means for me: ditch the theoretical hinterland).
When producing a game never ever forget about playtesting. Do it soon, and then redo it over and over.
When distributing a game, think about marketing — hits are not made by mouth-by-mouth, but with a huge advertising budget.
When selling a game, work the price: a reduced price for a short time might be enough it takes to get high sales numbers again, which are necessary to get into the Top Ten of any given digital distributor.
And some other things: idealism might me great, why not, but it can’t be all. It might shock people that I am actually interested in getting a salary for the work I do, but in the end, it is better for both me and my employer: If I see that my work is honoured and I can comfortably live with the salary, I am far more likely to stay and invest time in it.
I am also even more convinced that trying to get a job in the game industry first after getting my bachelor is the way to go. I suspect that people who start their own company right after university have to drop into many pitfalls before the will reach the same conclusions and processes the rest of the industry found long ago.