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Solo Development, Myths, Reality and Survival Strategies

Tomas Sala  (Creator, tomas Sala)

Megan Fox  (Founder, Glass Bottom Games LLC)

Neil Jones  (Indie Dev, Aerial Knight LLC)

Joe Winter  (Founder, Resting Relic)

Eric Bartelson  (Editor in Chief, PreMortem Games)

Location: Room 2005, West Hall

Date: Wednesday, March 23

Time: 2:00 pm - 3:00 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass - Get your pass now!

Topic: Advocacy, Production & Team Management

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

The 'army of one' narrative surrounding solo development paints a vivid and entrancing picture. But on closer inspection the stories developers themselves tell are so much more nuanced and shaded.Valuable insights into our wider industries flow from their individual experiences. Insights into how voices leave or get rejected by studios, on the value of art and personal expression, and firsthand tales of surviving amidst structures and pathways not intended for such wayward individuals.

This panel deconstructs the solo-development journey through the stories of those who choose to follow this path and successfully release their games. Both through a series of micro presentations by the panelist and a discussion that will deconstruct the term solo development, dive into the diverse motivations that drive the developers, the harsh realities they encountered, the impact on mental health, the support structures that were vital in completing their games,a look at the success and failures solo developers can expect in today's marketplace, and how their experiences reflect on the wider industry.

Takeaway

Solo-development isn't about what can be achieved alone, but rather about people and their diverse struggles to make their voices heard. The panel is a deconstruction and critical look at the topic. Attendees will leave with strategies and experiences from those that completed the entire journey of completing and releasing a multi platform title where they performed the majority of development alone.

Intended Audience

People who are solo-developers
People who are contemplating solo-development in the future
People who are interested in personal expression and art in games.
People interested in mental health and game development.
Publishers who are interested in learning how to support potential solo-developers
PR and marketing professionals interested in the solo development journey, as part of future campaigns.