August 14th, 2013 | By Matt Suckley
Tagged in: Indieverse
Indieverse is an upcoming platform for indie-loving gamers and developers alike — a place for artists to distribute their assets to developers, as well as a new kid on the gamer-focussed digital distribution block. The platform is currently in a prelaunch period, accepting submissions of games and assets to populate the storefront, so I contacted founder Ryan Lamvohee to get the Indieverse lowdown before the official launch.
IGM: If you could sum up Indieverse in a single paragraph, what would you say?
Ryan Lamvohee: It’s a platform designed from scratch to be a fair and level playing field for all indie developers to find a way to fund their business ventures. Be it an artist, developer or sound guy there’s a place for you to distribute your assets.
IGM: Looking around at the digital distribution space before you began this project, what was it that convinced you the world needed Indieverse?
RL: I myself am an indie game developer and I’ve always found it hard to find usable and scalable art assets for my games, Sure there’s lots of ‘free art’ with licence restrictions or a few tile sets here and there but the problem occurs 75% of the way through development when you realise, Oh! I need a tile set for an underground cave to have my main boss fight in! You go looking and there’s absolutely nothing that matches your game and the artist who made the tile set your currently using is nowhere to be found.
The goal of Indieverse in this space is to help connect developers who purchased assets with those who create assets and vice versa if you’re an artist looking to join a project upload your assets and developers with find you.
IGM: What does Indieverse have to convince developers away from existing distribution avenues?
RL: While we’re aware that there are many sites out there offering digital content distribution platforms for art and games I think the biggest problem is revenue share. To grow a platform the users need to be interested both provider and consumer, One of the main problems for providers is minimum payouts… some indie games won’t make the $200 – $500 minimum other platforms require to cash out.
Indieverse fixes this using a more sophisticated payment platform api where the end user pays you directly and the revenue share is pulled from that in parallel, We never actually see your money and we don’t hold it for weeks. Providers will receive payments instantly from your customers directly.
The other side of this coin is having consumers available to satisfy the needs of the providers. Which means the platform needs to have lots of games for the gamers, lots of assets for the developers and lots of developers for the artists bit of a catch 22 really when starting with a blank slate but thankfully the community has adopted us rapidly and the store is filling up with content. We’re looking to launch the platform with a variety of content and this will kick the proverbial rolling stone into gear so that it may begin collecting moss.
Essentially more content = more consumers = more providers in a perpetual cycle.
Many thanks go to Ryan for taking the time to share details of his venture with the IGM readership, and hopefully you now have a greater understanding of the Indieverse as a whole. Whether you’re a developer or a gamer, this is definitely something worth keeping an eye on.
You can follow Ryan on Twitter to keep up with all things Indieverse.