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Apparently retirement wasn’t enough to keep Larry Kuperman away from Jay Powell.Larry “Nightdive” Kuperman, former VP of Business Development at Nightdive Studios, is back on IndieGameBusiness for another Fireside Chat with Jay, and the two of them are up to their usual shenanigans.There’s no telling exactly where this conversation is going to go. Expect stories from the games industry, lessons from Larry’s career, thoughts on what’s happening in games right now, probably a few opinions, and whatever else happens when you put Jay and Larry together live.Larry may be retired, but he definitely hasn’t run out of things to say.Come hang out, bring your questions, and join Jay and Larry for what should be a fun, unpredictable conversation.Follow Larry “Nightdive” Kuperman:Bluesky: @larrynightdive.bsky.socialX: https://x.com/LarryNightDiveFacebook: https://www.facebook.com/larry.kupermanLinkedIn: https://www.linkedin.com/in/larrykuperman/#IndieGameBusiness #FiresideChat #Nightdive #GameIndustry #GameDev
In this episode of IndieGameBusiness, we’re joined by Benjamin Carcich, Founder of Valarin, Inc., to challenge the game industry’s obsession with process and productivity.Your team can have meetings, tickets, sprints, reports, and a perfectly organized production pipeline, but does all of that activity actually create value?Benjamin breaks down the difference between producing “stuff” and producing value, how studios accidentally incentivize the wrong behaviors, and why processes that were designed to help teams can eventually become obstacles themselves.We’ll explore why teams continue following processes without understanding why they exist, how traditional training can reinforce dysfunctional production habits, and the question leaders should be asking about every process inside their studio.We’ll also dive into leadership in game development and how studio leaders can create environments focused on outcomes rather than simply keeping everyone busy.If your team constantly feels busy but your game never seems to move forward fast enough, this conversation may change how you think about productivity.Follow Benjamin Carcich:LinkedIn: https://www.linkedin.com/in/benjamin-carcich/#IndieGameBusiness #GameDevelopment #GameProduction #IndieDev #StudioLeadership
Rob Carroll is back on IndieGameBusiness, but this time the conversation is very different.When Rob joined us previously, Roll Craft was building the studio and preparing for what came next. Now they’ve actually gone through the fundraising process, and Rob is coming back to talk about what really happened.VCs. Angel investors. Kickstarter. WeFunder. Community funding. They all offer different paths to getting your game funded, but choosing how to raise the money is only the beginning.What happens once your raise actually goes live?Rob joins us to talk about the realities of fundraising, from preparing your company and choosing the right funding approach to the constant work required once the campaign starts. Updates, emails, AMAs, webinars, community engagement, and keeping momentum alive all become part of the job.We’ll also get into what surprised him, what worked, what didn’t, the negatives developers should be prepared for, and the things he wishes more studio founders understood before starting a raise.If you’re thinking about raising money for your game or studio, this is a chance to hear from someone who just went through it.Follow Rob Carroll and Roll Craft:LinkedIn: https://www.linkedin.com/in/rcarroll23/Facebook: https://www.facebook.com/rollcraft.gamesInstagram: https://www.instagram.com/rollcraft_adventure/#IndieGameBusiness #GameFunding #IndieDev #GameBusiness #RollCraft
Join Raven Law for “Learning by Landmines: Pitfalls & Strategies for Publishing”
Publishing a game is full of unexpected challenges, especially when you're launching across multiple platforms. Drawing from firsthand experience shipping titles on a variety of storefronts, Raven shares the common obstacles that can derail a release, from changing platform requirements to last-minute surprises and competing priorities. This session offers practical lessons to help you anticipate problems, avoid costly mistakes, and navigate the publishing process with greater confidence.
Live September 30th, 10am - 11am Eastern | YouTube - Twitch - LinkedIn
#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
Join Tara Voelker for “Make Accessibility a Selling Point: Storefronts, Tags, and Discovery”
Players need to know if they can play your game before they buy it. Tara breaks down how Xbox, PlayStation, Steam, and the iOS App Store handle accessibility information, what players actually see, and how accurate feature details can support discovery and purchase decisions. You’ll also get a practical checklist for testing, tagging, and communicating your game’s accessibility across storefronts.
Live September 30th, 11am - 12pm Eastern | YouTube - Twitch - LinkedIn
#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
Join Michael Brown for “Nobody Owes Your Game Attention – Why Good Games Still Fail” A great game isn’t enough if no one knows it exists. Michael explores why quality alone doesn’t guarantee success, covering market fit, positioning, launch timing, and store page conversion. Learn why building demand before release is essential and how thoughtful planning can give your game a better chance of standing out in a crowded marketplace.Live September 30th, 12pm - 1pm Eastern | YouTube - Twitch - LinkedIn#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
Join Larry Kuperman and Grover Wimberly IV for “Your Game Needs to Be Everywhere: Distribution Channels” Releasing on a single storefront is no longer the right strategy for many games. Larry and Grover explore how developers can approach today's expanding distribution landscape, from Steam, Epic, and GOG to consoles and handheld platforms. Learn how to evaluate your options, manage the added complexity of multi-platform releases, and build a distribution strategy that reaches more players without overwhelming your team.Live September 30th, 1pm - 2pm Eastern | YouTube - Twitch - LinkedIn#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
Join Alessandro Biollo, Nate Ahearn, and John Nguyen from Xsolla for “Multi Storefront Publishing” Publishing across multiple storefronts can open the door to more players, but it also brings new challenges around distribution, operations, and strategy. This roundtable discussion will explore the realities of multi storefront publishing, with industry perspectives on how teams can approach different platforms, manage the added complexity, and make smarter decisions about where and how to release their games.Live September 30th, 2pm - 3pm Eastern | YouTube - Twitch - LinkedIn#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
The IndieGameBusiness Sessions: The Path from Storefront to Success is over, but there’s still plenty to talk about.Join Ash and INDIE for another After the Event as they sit down and break apart the talks, conversations, and biggest takeaways from the latest IndieGameBusiness Sessions.This event focused on what happens when it’s time to actually get your game in front of players. We’ll discuss the realities of publishing across multiple platforms, the mistakes and last minute “landmines” developers run into, and why simply making a good game doesn’t mean anyone is going to pay attention to it.We’ll also dig into discoverability, market fit, positioning, storefront conversion, launch timing, and why developers need to think beyond a single storefront. From Steam and alternative distribution channels to the challenges of multi storefront publishing, there’s a lot for indie developers to think about before hitting that launch button.Ash and INDIE will revisit the talks from the event, share the points that stood out to them, and discuss what indie developers can actually take away and apply to their own games.If you attended the Sessions, come continue the conversation. If you missed them, this is your chance to hear Ash and INDIE break down what you missed.#IndieGameBusiness #IGBSessions #IndieDev #GamePublishing #GameMarketing #GameDistribution
Join Christian Allen for “It’s Time to Launch: Lessons in Building and Sustaining Momentum”
Launching a game is only the beginning. Christian shares lessons from years of working on indie games and supporting developers through launch and beyond, covering Early Access, 1.0 releases, content updates, and community engagement. Learn how to build momentum around your release while balancing ongoing development with player expectations, even when you’re working with a much smaller team than a typical AAA studio.
Live September 30th, 3pm - 4pm Eastern | YouTube - Twitch - LinkedIn
#FYP #VirtualConference #IndieGameDev #IndieGames #GamesIndustry
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