Looking ahead, how do you see tinyBuild’s role evolving within the industry, particularly as you balance legacy IP with new ideas?
We recently announced SpeedRunners 2, which was a dormant IP for a decade. I think it’s about the people you work with. You have someone passionate who wants to pick up an existing IP and do something with it – go. Just go. We don’t have a committee that sits around and decides what is done and when. It’s a very horizontal approach. You want to try something? As long as you drive it and follow through - go do it.
It’s also important to focus on deal structures that facilitate longevity. When you have a new IP that becomes a hit, it’s vital to continue expanding it. There’s a theory that getting to your first $1m in sales is the hardest step. Then going from $1m to $10m is actually easier. It’s counterintuitive, and it’s true. When you have a hit, you need to follow up and expand. It’s easy to think that everyone who would’ve been interested in your game already knows about it. That’s not true. Your potential target audience of fans is hundreds, if not thousands, of times bigger than you imagine.
So, a differentiator for us and something that catches many potential development partners by surprise is looking at everything long-term. What happens if we make a hit? How do we keep up the momentum? What if the development team wants to move on? How do we continue working on the title (which is one of the reasons to have an internal studio)? It’s an optimistic outlook for sure, yet we’ve seen titles not live up to their potential because there was no clear path forward.
At the same time, we also have the inverse happen in terms of developers pitching ideas and projects based on our IP, which is a very interesting situation to be in. The dev team behind SpeedRunners 2 is fans of the original game, and can easily kick my ass within it.
tinyBuild’s role in the industry is a partner that knows how to bring titles to market. The whole goal from day one after launching our first game was to never spend another couple of years developing a game and hoping it hits. It was to have a steady stream of releases, with each one adapting to ever-changing market conditions. A strategy that worked 2 years ago likely won’t work today. This is why I share all of our marketing initiatives so openly. Doing the same trick twice likely won’t work.