Amy Dallas
ClutchPlay Games LLC
Job Title:
CEO/ Co-Founder

The Business of Being Indie
13:30 - 14:10
Location (room):
Room 5
《Speaker Profile》:
Amy Dallas is the one of the four founding partners of ClutchPlay Games, a growing game studio in Portland, Oregon. Founded in 2012, the ClutchPlay team has worked on several indie titles including   Little Chomp , which was selected as one of six titles featured at the 2013 PAX East Indie Showcase, and   Skullduggery! , which was selected for the PAX 10 Indie Showcase at PAX Prime 2014. ClutchPlay has also worked on several high profile projects for larger clients such as Telltale Games, KIXEYE, Inc., Glu Mobile, and Intel to name a few. As the CEO, Amy wears a lot of hats at ClutchPlay, and divides her time between being a tireless organizer, an accomplished cat-herder, a skilled bomb-diffuser, a fearless lion-tamer, a compassionate hand-holder, an experienced whip-cracker, a relentless team-builder, and a producer of some pretty badass projects. Before starting ClutchPlay, Amy worked at several game companies, including EA Maxis, ngmoco:) and DeNA. She is also Executive Board Member at Large for the Oregon Games Organization (OGO) and is on the Advisory Board for the Austin Games Conference.
《Session Description》:
Let’s face it. If you’re an indie, there’s a very good chance that you began your studio because you wanted to make games, not necessarily because you wanted to run a business. Making games is fun.   Running a business? Not so fun most of the time. To make things even more challenging, most indies have to figure all of this out without having a production, marketing or business development person around to help ease the pain. In this talk, I will discuss several issues my team and I encountered as we transitioned from working in large corporate environments to working for ourselves as a small under-resourced indie studio. Attendees will learn about: Production woes and how to fix them Scheduling and budgeting indie style Tips for negotiating the often awkward transition from being an indie game team making original IP to marketing yourselves as a contract studio team when money is tight