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WHO I AM

2014

2015

2017

#1

2018

2019

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WHAT EVEN IS WEATHER FACTORY

  • ‘ingenious narrative games with a �consciously indie aesthetic’�
  • 5 people (from 2)�
  • no office
  • Cultist Simulator + BOOK OF�HOURS

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WHERE WE STARTED

  • 2 people�
  • experience�
  • 16k Twitter followers
  • ~£60k �
  • 4,800 backers�
  • 3-1st-May-20-18

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KS

Sept�2017

Dec�2018

Oct�2017

Nov�2017

Dec�2017

Jan�2018

Feb�2018

Mar�2018

Apr�2018

May�2018

Jun�2018

Jul�2018

Aug�2018

Sept�2018

Oct�2018

Nov�2018

CS development

DLC development

mobile port

co-founded

L A U N C H

DLC

PC publishing deal

mobile porting + publishing deal

Church of Merch

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2017-2018 WEATHER FACTORY

  • writing�
  • design�
  • coding
  • production�
  • art�
  • marketing

Alexis Kennedy, CEO

Lottie Bevan, COO

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2017-2018 WEATHER FACTORY

Strengths

  • text-based narrative�
  • originality�
  • emotive design�
  • production discipline�
  • open development

Weaknesses

  • no revenue�
  • few people�
  • unknown studio�
  • art�
  • homogeneous brainz

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STUDIO PRIORITIES

FUN

SAFETY

PROFIT

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YEAR 1 STRATEGY

PERVASION

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YEAR 1 STRATEGY

“...to release Cultist Simulator as quickly as possible in order to get a revenue stream and start building a name for the studio”

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PLAN, MEET REAL LIFE

  • low budget�
  • quick development�
  • localisation
  • Humble publishing + Monthly Bundle�
  • mobile port�
  • awards�
  • Twitch Prime

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PUBLISHING DEALS

Humble Bundle (PC)

  • $60k USD (~£49k) non-recoup + marketing help�
  • 30% rev share + Monthly Bundle

‘ better off taking the Humble deal if we sold <17k units ’

Playdigious (iOS/Android)

  • free port + marketing�
  • 50% rev share

‘ not my problem 😁’

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SO HOW DID CULTIST SIM DO?

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SO HOW DID CULTIST SIM DO?

  • #1!!!1!!�
  • Mth 1 = 50k copies / $750k�
  • end of 2018 = 80k copies / $1.3mil�
  • CS Yr 1 = 100k+ copies / $2mil / 300-500k players
  • 2 x BAFTA nominations + others
  • merch ($9k)
  • DLC ($18k)
  • consultancy ($10k)

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YEAR 2

  • hire 3 more ppl�
  • 2 project studio�
  • DLC�
  • happy mobile launch�
  • BOOK OF HOURS KS

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YEAR 3

??????

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WHY WERE WE SUCCESSFUL?

  • luck�
  • creative�
  • strengths / weaknesses�
  • clear production�
  • sensible admin!�
  • MAEK NOIS (rather than money)

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TAKEAWAYS

  • clear responsibilities �
  • understand strengths / weaknesses�
  • clear strategy�
  • clear production�
  • check biz / projects against strategy�
  • can’t do everything……………. and that’s okay

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