I went to the Liv Game Summit to learn about video gaming, and ended up learning that the basics of business success are the same no matter what sector you’re in.
Liverpool has a long heritage in video gaming, from the days of Psygnosis and Bizarre Creations to a newer generation of firms such as Lucid Games and Skyhook.
Liverpool Game Dev Network was founded to bring the sector together through social and professional events, and its first summit took over Boxpark in Liverpool on Thursday (June 5) for a day of talks, networking, and even a showcase for five top games.
LGDN founder Marek Smagala opened the event, saying: “We want to make Liverpool and the North West an undeniable force in the games industry.”
The audience at Boxpark included current industry leaders and many students and young people making their start in the industry.
Marek said: “I’m a firm believer that even the most seasoned industry veterans can learn things from new talent.”
And Marek said he wanted the industry to offer career opportunities for all - allowing people to see “a clear pathway from student to professional without leaving the north”.
The first session was on “co-dev”, or co-development. From its name, it sounded like it might be a very technical session, but it soon turned into a handy guide to small business success in any field.
The modern Liverpool games industry is made up of firms that, as well as developing their own games and intellectual property, also do work for hire for other gaming firms large and small.
Those started out in gaming may one day want to spend their time developing their own games, artwork and intellectual property. But they are likely to spend much of their time working on other people’s products.
The panel covered subjects from how people should start in the field of co-development, how they should manage business growth, and how to grow their reputation. Yes, the event was about video games, but it was a conversation of interest to all entrepreneurs.
Marek, who also chaired this panel, observed: ”As the industry has tightened… I’ve come to realise that more and more studios use co-development than I thought.” And he asked the panelists why video game studios and solo developers might consider co-development.
David Harper, managing director at Liverpool's Skyhook Games, said: “If you can land it, it can be a steady source of revenue” that helps fund your own projects.

He reminded people that – obvious as it may sound – if they wanted to work in co-development “you only get paid when you’re doing the work”.
And he smiled: “When’s the best time to be looking for the next gig? As soon as you’ve signed the contract for the one you’re on”.
David said firms looking to partner with others should know what they were good at and, just as importantly, what they are not good at.
He added: “You can’t do it begrudgingly…. You've got to throw your heart and soul into it. You've got to realise this is someone else’s baby you’ve been trusted with looking after”.
Alison Lacy, chief operating officer at Middlesbrough studio Radical Forge, reminded the audience that if you’re entering into a partnership, especially if you’re new in the business, you must be able to deliver what you promise.
She said planning was vital, and warned: “Are you signing yourself up to an impossible mission when you sign up to deliver something when you don’t know how long it’s going to take?”
Alison said people should do co-dev work that suited their skills and would benefit them in the future, allowing them to build a reputation. Don’t, she said, try and do everything at once.
She added: “A lot of you in your hearts want to make your own game, Code can be seen as a stepping stone towards that.
“If I want to make a certain type of game what type of co-dev is going to help me make the kind of game I want to make?”
George Rule of Lucid agreed that specialisation was vital. He also said young companies needed to think strategically about their co-dev work, ensuring they had people with the time and skills to deal with clients and cashflow. “It’s a very boring thing,” he smiled, but vital for sustainability".
Marek later asked the panel what the key things are that any budding co-developers must get right.
George said studios needed to understand why other developers had chosen to work with them. He said they should start simply by being good partners – and then when the relationship grows, look at over-delivering. But never he said, over-promise.
Alison said communications needed to be strong, and that you should expect your work to be reviewed regularly.
She said of clients: “If they think you are brilliant to work with… if those ideas make their life easier, they’ll want to work with you again. It’s customer service at the end of the day - it’s doing what you said you’d do and not overpromising.”
David said that with co-development, or with any other service, “you’re trying to take someone’s challenge away and make life easier. The last thing you want to do is the opposite.”
Later, he added that sometimes entrepreneurs have got to be prepared to say no to work. He said: “If you think it’s going to over-extend the team, you’re just going to do a bad job at everything”.
Smart advice for all entrepreneurs there – whether in video games or beyond.