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    Reasons for Witch Beam’s Decision to Remain Small Despite the Tremendous Success of Unpacking

    Witch Beam’s Unpacking: Small Studio, Big Success

    One of the unexpected indie hits of 2021 was Unpacking, a game developed by Witch Beam. The title garnered numerous awards, was featured at prestigious conferences, and achieved success across multiple platforms. Unpacking even made it onto GamesIndustry.biz’s Games of the Year 2021 list. When speaking to Witch Beam’s co-founder and designer, Sanatana Mishra, about the impact Unpacking had on the studio, he explained that it both changed everything and nothing at all.

    Sanatana Mishra stated, “Our studio structure and work process hasn’t changed, but it’s allowed us to change our lifestyles a lot.” Previously, when working on their game Assault Android Cactus, Mishra and co-founder Tim Dawson struggled financially. However, the success of Unpacking provided a solid foundation for the studio, allowing them to hire more creatives and share the ownership of their projects. Mishra also highlighted the importance of operating from a place of stability for the well-being of the team.

    Witch Beam has made a conscious decision to remain a small studio, preferring to empower partners and contractors rather than focus on traditional scaling up. Mishra explained, “We’re not business builders. We want to be creative, make a game, and empower our friends.” The studio typically hires part-time roles and contractors, offering slices of ownership to ensure everyone can contribute and benefit from the project’s success.

    For their upcoming title, Tempopo, Witch Beam decided to collaborate with publisher Cult Games. Mishra clarified that this decision was not driven by a need for funding, as all three of their games, including Unpacking, had been self-funded with some government support. The partnership with a publisher allows Witch Beam to access expertise in marketing campaigns and launch planning, ultimately helping them reach a wider audience.

    Regarding Tempopo’s development, Mishra expressed satisfaction with the game’s progress, but acknowledged the challenges they faced while working on it simultaneously with Unpacking. He emphasized the importance of focusing on creativity and supporting their team rather than solely striving for business success.

    When asked about success for Tempopo, Mishra outlined multiple levels of achievement. First and foremost, releasing the game is already a significant accomplishment, considering the difficulty of finishing a game. The next level is creating a high-quality game that the studio can be proud of, comparable to their previous success with Assault Android Cactus. Beyond that, reaching a substantial audience is another measure of success, both in terms of financial gains and the long-term impact on players. Lastly, Mishra expressed his desire for Tempopo’s success to provide opportunities for the team and allow them to further their own game ideas.

    Witch Beam’s producer, Mei-Li C., added that their business plan revolves around working with passionate and talented individuals and providing support to them. The discussion then shifted to the indie scene in Brisbane, where Mishra mentioned that the city used to be a hub for game development in Australia. However, many big studios closed down over time, leaving only a few remnants like Halfbrick and Gameloft. Despite these challenges, Mei-Li expressed a commitment to revitalizing the Brisbane scene and encouraging more developers to be part of the community.

    Comparing Brisbane to Melbourne, Mishra noted that Melbourne’s game development community offers greater natural support and a wider range of options for connecting with developers. However, he highlighted the overall growth of the Australian game scene and the unique nature of the country’s dispersed developer population.

    In conclusion, Witch Beam’s success with Unpacking has provided stability and opportunities for the studio. They have chosen to remain a small team, focusing on creativity and empowering their partners, contractors, and employees. The upcoming release of Tempopo holds promise for further achievements, and Witch Beam hopes to continue supporting their team and the wider game development community in Brisbane.

    [Headline] Unpacking Success: Witch Beam’s Indie Triumph

    [Headline] The Impact on Witch Beam: Changing Everything and Nothing

    [Headline] Staying Small, Empowering Partners: Witch Beam’s Unique Approach

    [Headline] Tempopo and the Role of a Publisher: Advantages Beyond Funding

    [Headline] Tempopo’s Development Journey: Challenges and Progress

    [Headline] Measures of Success for Tempopo: Reaching Players and Supporting the Team

    [Headline] The Indie Scene in Brisbane: A Transforming Landscape

    [Headline] Brisbane vs. Melbourne: Contrasting Communities

    [Headline] The Growth of the Australian Game Scene: Challenges and Celebrations

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