CEO of Indigo
- Running $30M+ Studio
- Brand promotion in games | 100M+ monthly audience
- Sales Pro | 4.8M ARR in 4 months
- Published in Forbes, ICTSD
The real truth with any business - or any game - is understanding what actually works and what doesn't
When you launch a game, you gotta prepare that your first or second one might not blow up. That's normal. What matters is that you analyze what went wrong so you can get it right next time
Track as many numbers as you can. In my games I look at up to 150 metrics - not the ones you see in Creator Hub, but the ones underneath that actually drive them. That's how you figure out what's working and what's not
People may not realize that my company runs the largest portfolio of Roblox games in the world. To make that work, we have to understand and polish every move we make. Open our website and you'll see game after game that went up hard - success rate above 90%. That didn't come from luck. It came from analyzing and polishing our process across that many games, until we knew what actually works and what doesn't
That's how good games get made. Same with good businesses. So I hope all of you go on to do something great
I can give you a sum up what it actually means
When you measure all the steps on your game and your business (for example with funnels or some other tools) - you can see how your actions impact game's perfomance. Making that many time in a good way - your game might have a chance
@GrimUndim@CreatorIntelRBX Well, algo shifts are overrated
I suppose that's people being lazy and use algo to blame, while they should focus on just making a good game
@Vjrkan@CreatorIntelRBX For instance, when you have in-game funnels - you understand how the game works and what people like / dislike
Once you know that - you can make new hypos and implement new ideas in order to boost your game further to improve engagement or monetization metrics
@Vjrkan@CreatorIntelRBX I believe taking or not taking advice is the basic right of every individual. However, to elaborate on this short comment - actual strategy when you are building business (it applies to the games as well) is to focus on hypos and test them as many as possible
@strawhatvert@CreatorIntelRBX At the same time - we're not lowballing games like you assumed. The market's not stable, and it's almost never the case that we're the only ones talking to a game. On the contrary - usually to win the deal we have to put up higher money than everyone else - this is economy
@strawhatvert@CreatorIntelRBX Now we're focusing on helping younger devs with a way better service. We improve every part of the game and work as a real publisher — not come and go like some do
@strawhatvert@CreatorIntelRBX Earlier in my career, I lost over $8M in valuation investing across a range of games that never returned capital. But the turnaround only came once we fundamentally shifted our strategy
@strawhatvert@CreatorIntelRBX Before making claims like this, it's worth understanding what the Roblox game is actually worth. But one thing is clear: if we'd constantly overvalued deals to win over 'younger developers,' we wouldn't be anywhere near as successful as we are today
For some of you still guessing, the only concern Presti has is that he wants to get permanent % from the game for 0 updates he made, which couldn't be promised to him in the first place.
It's not like he is not getting paid or anth for the time of his work
So, I'd say that the only scam here is the existing of this public post in the first place
Hey, guys!
Let me share my point of view to settle this once and for all. About 3 weeks ago, Ancelin asked if he could manage some of my games for a percentage, and I agreed to give it a try.
We saw the current process wasn’t very efficient, so we decided to keep most of the work in our internal team to get things done faster.
Ancelin was offered a position in-house, but declined. He has already been paid his share for all the time he worked on the update. Besides, the update was never released, so we ended up paying for nothing.
Putting this on Indigo doesn’t make sense. It’s like a designer blaming the client (Indigo), because the design firm's director (Ancelin) hasn’t paid them, even though the client already paid the firm.
To all good developers out there, I recommend not trusting random freelance developers who can’t provide guarantees and can scam you w/o any risk. It’s better to work with professional studios that have stable cash flow, where things like this won’t happen.
@GizoSucks @keypresti Ancelin got the agreed game % for the time he was working on the game.
Ancelin wasn't hired. He has been working as external studio who does game management with his own employees.
Out of professional courtesy, I'm not gonna say exactly who's to blame, but I think it's obvious
@ScriptOnRoblox Hey @ScriptOnRoblox
I already replied to this bizzare tread. Please check your info first, before making this public nonsense harm your reputation.
@SmokyDev@Roblox_Soe Appreciate input @SmokyDev
I got a minor ownership in Like or Pass by @Roblox_Soe. When someone copies actual hard work, that's not something we should respect. 10k or 100M. I never asked any % or $
Dear gentlemen forgot to show you guys the initial game before changes he made
@jandelRblx Great work, man. Wish you nothing less than absolute success. Hope to see your next hit in no time 😍
We also are gonna launch our new experiences on a front page pretty soon!
The worst part about the Roblox brand space is the # of agencies involved in a deal that don’t directly contribute, but still take a % of the fee
$1M turns into $100k or less for the developer
@cantfindshirt Yo, if someone doesn't know this - it's website of https://t.co/xhZFHuJS6b, pretty nice one imo lol
The main reason why any decent company does that is to attract more branding companies and attract some investors as well.