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Teos Abadie

๐Ÿ‘ค Speaker
4668 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Recent Game Design Lessons (MD 219)

I actually thought the drive-through looked pretty strong at $15,000 out of $124K revenue, but he saw it as pretty small compared to the Kickstarter itself, which is true. So the real money is Kickstarter, and we've heard this before from others. Advertising is a necessary evil.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

I actually thought the drive-through looked pretty strong at $15,000 out of $124K revenue, but he saw it as pretty small compared to the Kickstarter itself, which is true. So the real money is Kickstarter, and we've heard this before from others. Advertising is a necessary evil.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

There was a point where his credit card was momentarily blocked for some reason, and so he couldn't pay for ads, and his Kickstarter revenue just dropped during that part of the campaign until he got it back online and could again have Facebook ads. But the profit is really slim.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

There was a point where his credit card was momentarily blocked for some reason, and so he couldn't pay for ads, and his Kickstarter revenue just dropped during that part of the campaign until he got it back online and could again have Facebook ads. But the profit is really slim.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

He talks about he's a professor in college, and so he sees very plain textbooks, no art, boring tomes that sell for $120 to $160 to all these students. But an RPG product is way nicer and has much lower profit margins. And he points out that you can save on a lot of costs if you have multiple talents. If you can do the writing, if you can do the illustration, you can do the layout.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

He talks about he's a professor in college, and so he sees very plain textbooks, no art, boring tomes that sell for $120 to $160 to all these students. But an RPG product is way nicer and has much lower profit margins. And he points out that you can save on a lot of costs if you have multiple talents. If you can do the writing, if you can do the illustration, you can do the layout.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

It is expensive to hire people that do good work, and that's all very true.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

It is expensive to hire people that do good work, and that's all very true.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Does that make sense? Yeah, absolutely. I mean, I would say my worst projects or the most challenging ones have been ones where the people giving me the work did not particularly know what they wanted or didn't tell me what they wanted. They'd keep secrets or they weren't quite sure or there were several departments thinking it over and maybe had slightly different perspectives.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Does that make sense? Yeah, absolutely. I mean, I would say my worst projects or the most challenging ones have been ones where the people giving me the work did not particularly know what they wanted or didn't tell me what they wanted. They'd keep secrets or they weren't quite sure or there were several departments thinking it over and maybe had slightly different perspectives.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And that lack of understanding really messes it up. The best projects have been the ones where, you know, like Vault of the Dracolich, where we were all having calls, all the designer teams, myself being a developer, Scott being an editor, Mike Shea being a writer, and then all of us actually writing and developing and doing things and talking about it constantly.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And that lack of understanding really messes it up. The best projects have been the ones where, you know, like Vault of the Dracolich, where we were all having calls, all the designer teams, myself being a developer, Scott being an editor, Mike Shea being a writer, and then all of us actually writing and developing and doing things and talking about it constantly.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So we knew exactly what we were trying to do. Or when we worked on Acquisitions Incorporated with Scott, right? You and I and Scott, like just from the beginning, having a say in what this book should be, you know, you and I dreaming up a possible table of contents and then working on it with the Penny Arcade team.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

So we knew exactly what we were trying to do. Or when we worked on Acquisitions Incorporated with Scott, right? You and I and Scott, like just from the beginning, having a say in what this book should be, you know, you and I dreaming up a possible table of contents and then working on it with the Penny Arcade team.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

That means that when it came time to writing, we really knew what this project was trying to do. Right. And and that is such a big difference. Then, yes, you're going to do the right form for that function. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

That means that when it came time to writing, we really knew what this project was trying to do. Right. And and that is such a big difference. Then, yes, you're going to do the right form for that function. Yeah.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah, for sure. There have been projects where, like when I worked on HeroQuest, where I had some wild ideas, but HeroQuest is a board game that plays a particular way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

Yeah, for sure. There have been projects where, like when I worked on HeroQuest, where I had some wild ideas, but HeroQuest is a board game that plays a particular way.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And whenever I would talk to the project manager about some of the wackier ideas, they would correctly point out, well, you know, that's going to kind of not... You could go that way, but just know the expectations won't support that. And so you'll be causing... you know, a brain twist on the sides of the players. I'm like, OK, you know, that's this is not the place for that.

Mastering Dungeons
Recent Game Design Lessons (MD 219)

And whenever I would talk to the project manager about some of the wackier ideas, they would correctly point out, well, you know, that's going to kind of not... You could go that way, but just know the expectations won't support that. And so you'll be causing... you know, a brain twist on the sides of the players. I'm like, OK, you know, that's this is not the place for that.