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Hey folks.The attached .pdf is something I didn't make with the intention of sharing on here. I made this for potential collaborators (most of whom are people I'm meeting up with locally who specialise in a specific thing like editing or motion graphics) so that they can understand the channel; what it currently is and what I'd like it to be.

The document basically contains two parts; an introduction to the channel's output and ethos for someone who is unfamiliar, and a set of branding ideas which are intended to help create associations between aesthetics and ideas (this is what visual branding is all about!).

Anyone who was in this morning's stream of Speedza will already have heard me talk about why the "silly" side of the channel is important. It's not just because it's more fun to make and watch, but because it helps to keep our community oriented around the humanistic side of game-making.

The whole time we attract folks who see commercial gamedev success as secondary to being part of a community and having a rich intellectual life, we will have a community which is nicer to be part of. The sort of people who see a game design theory video with silly skits and songs and decide "this is worth funding" are, generally speaking, more likely to be prosocial folks who are good to work with and spend time around. You folks are evidence of this!

I though it would be worth sharing the full .pdf with you folks for two different reasons:

1: Accountability to the channel's funders.

On Patreon you sign up to support something under a pretty loose set of promises. "I'm doing thing X and if you support me I can keep on doing it". I've tried to keep what we do here very close to the channel's original core promise. By showing you this kind of behind the scenes stuff, I'm hopefully assuring you that if things seem to be twisting and turning stylistically, it's still all to serve the same goal. I wanna hang out with people making games, discuss game design and development, and make fun content as an offshoot of that process. I do it because it's way more appealing to me than doing NDA'd freelance work for whoever has money (which at the moment is mostly AI shills or dull edTech products), and you support it for your own reasons - but hopefully because we're offering something different from a lot of content aimed at developers. This document shows you how profits from the channel will be spent as it grows. I'm not looking to grow the I.G.C. Patreon so I can have more disposable income to buy guitars and cheese sandwiches with (although that would be nice). It's also being funneled into making Indie Game Clinic bigger and better,

2: This is what professional brand-development docs look like

There might be a couple of silly flippant gags in the .pdf, but by-and-large this is the look and structure I've seen for professional documents in a lot of different commercial contexts.

I wish I could show you pitch decks I worked on when I was working with Adult Swim games, or the kind of documents we made at Karta when pitching game ideas to existing brands, but I wouldn't be allowed to even if I still had them. The best I can do is show you stuff like this, where I'm applying the skills I learnt elsewhere in industry to what we're doing with IGC.

Normally this would be a "BTS Notes and Essay" and I'd put it in the ๐ŸŸฃreward tier, but seeing as what's in there is probably useful for all of you to know, I've made it accessible to all paid tiers.

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Comments

AlejoLab

What a treat! I like these kind of documents and the accountability. I spy with my little eye: get-rick-quick (page 5) page 13 feels a bit disconnected coming from the examples and having no title page 14 is black empty

Anoni Mouse

It makes perfect sense. Your channel has something different about it. You're not claiming to posses special cheat codes for game development. It's realistic, pragmatic and very "human". Imho it's important you don't lose that as you grow. Keep the great work up!