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Indie Spotlight: Lykke Studios founder Jakob Lykkegard – Pocket Gamer.Biz

With discoverability within the cell gaming market turning into tougher and tougher, we have determined to shine the highlight on the wonderful and fascinating indie builders on the market.

So welcome to the Indie Spotlight, the place every week a developer tells us about their life and work, and the challenges going through indie builders within the trendy cell market.

This week, we talked to Lykke Studios founder Jakob Lykkegard who spoke to us about engaged on with Apple Arcade and life after being the CEO at Playlab. How did you get began as an indie video games developer?

Jakob Lykkegaard: I received into video games round 2012 after my first Facebook instruments centered startup known as Pagemodo was acquired.

To be trustworthy then, video games have been by no means a childhood dream of mine, however I simply love creating digital merchandise and video games, so all of it got here very naturally. We have been fortunate sufficient to journey the primary huge wave of cell freemium video games and bought Playlab again in 2017, which then sparked the start of Lykke Studios.

After constructing and working a 100 individual studio at Playlab and a 3-individual studio at Lykke, I personally choose the smaller choiceJakob Lykkegaard

What is a typical day in your life as an indie?

I personally cut up my time between Bangkok and Phuket. In Bangkok we’ve got a pleasant spacious workplace in an space known as Thonglor, the place we just lately renovated a townhouse with a balcony and have sufficient house for my associates and spouse to work from additionally.

For Lykke Studios we’ve got a transparent aim of not increasing the workforce above our three core members, so a ordinary morning is spent brainstorming concepts for subsequent options or video games. Then we’ve got just a few quiet hours of labor and lunch, whereas ceaselessly coping with calls within the afternoon with European contractors. We generally transfer your entire workplace to the villa in Phuket too and work from there alongside having fun with the island life on mornings and weekends.

What have been the largest challenges you’ve confronted as far as an indie?

The greatest problem by being small is that we’ve got to do every thing ourselves. So for advertising, we do must depend on the large platform companions comparable to Apple to assist promote our titles. We do additionally must restrict ourselves on not going too huge and advance on a venture that may take too many individuals to finish.

After constructing and working a 100 individual studio at Playlab and a 3-individual studio at Lykke, I personally choose the smaller choice, as you may get to be part of every thing in addition to the perk that challenges really feel a lot smaller.

How do you outline ‘success’?

I outline success as waking up each morning and attending to do precisely what you need to do, like having the liberty to do and construct issues simply since you need to. My concept of success has closely modified over time and I really feel like myself and the workforce are in a extremely great spot proper now.

Tint. launched on Apple Arcade as an unique title for the platform

What is your opinion of the cell video games marketplace for indies proper now?

It is a particularly tough market and sadly solely getting extra aggressive for eyeballs every day. As tough because it sounds then, I often don’t advise anybody to turn into an indie developer until they know precisely what they’re moving into. I do nonetheless see a brand new time coming for indies, as similar to with Music and TV, the place the market entry is decreasing.

Could you inform us about Tint?

Tint is our newest sport which is a watercolour mixing puzzle construct for Apple Arcade. We wished to create one thing pleasing to the attention and thoughts, which lead us to go for a clean canvas and develop our personal watercolour paint based mostly on analysis papers.

It is a particularly tough market and sadly solely getting extra aggressive for eyeballs every dayJakob Lykkegaard

It has been a tremendous success for us and we have been amazed of how broad the viewers who appreciated the sport was. We nonetheless create new stage packs for the sport twice a month.

How did the partnership come about with Apple?

Apple has been my favorite firm on the earth for so long as I can keep in mind and I’ve gotten nice assist from them over time, together with for our AR equipment launch title Amon. We owe rather a lot to them for supporting our loopy concepts and the agency has all the time been a key accomplice for us.

What attracted the studio to create a sport particularly for Apple Arcade?

With Apple Arcade you solely must concentrate on what makes the sport enjoyable and what you’ll get pleasure from constructing. This permits us extra time to shine and construct options we choose with out ever having to think about monetisation – that could be a large aid when all you actually need to do is to create a sport.

What are your present plans for the longer term?

We have slowly began planning our subsequent title and can hopefully be fortunate sufficient to only hold doing what we’ve got all the time accomplished. By staying small, agile and free to construct what we get pleasure from.

If you had a vast funds, what sport would you most wish to make?

An limitless funds would take quite a lot of the enjoyable away by solely introducing extra administration and greater complications, so I’d actually choose to construct the sport we’re at the moment planning, in any other case we might be constructing one thing else.

What recommendation would you give different builders on ‘making it’ as an indie?

The video games market and platform are ever-altering and as cliché, because it sounds, it is higher to only concentrate on constructing the highest quality content material you may dream of.

We have all the time centered on creating nice content material for the most recent platforms. And whereas it doesn’t all the time make monetary sense to take these bets, those that do get picked up offers your titles freer advertising than you could possibly ever have managed by yourself.



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