Strategy · Document
R&D teams for working with publishers
📋 A “Winzardy Board” diagram is attached to this document (available in the studio workspace).
Goals of the R&D team
- Using ready-made technology and IP, quickly build prototypes that let us explore the market and search for relevant gameplay experiences
- Active engagement with publishers to further develop successful prototypes and bring them to market
- This lets the company execute the strategy Wash, lather, repeat…, thereby diversifying risks.
Resources and preparation
Implementing this strategy requires additional resources and preparation:
- The engine must be ready for rapid prototyping AND further refinement
- This will become available by the stage: Product strategy (ARCHIVED) — Technical launch
- A team must be created
- We need to gather people and train them to work with the engine
- We need to set up processes for working with the core team
- We need to set up processes for working with the publisher’s team
- We must create safe conditions for cooperating with the publisher
- Legally protect the engine and IP
- Rule out imposing restrictions and obligations on the core development team
- Rule out handing the source code to the publisher
- Likely the cost of developing code obfuscation
Since our company currently runs on investment, it is hard for us to allocate resources to parallel projects.
So, where possible, we need to reduce development risks and costs:
- For example, negotiate with the publisher to cover part of the R&D team’s costs
It is also worth noting that going through this process for the first time will consume part of the core team’s resources and attention, and will be more expensive and less predictable until the company has gone through all development stages (from prototype to global launch).
