![]() And giving a €2k discount on a shared booth at international game conventions or that kind of thing will not change the situation here. None of them is able to provide any help for indie devs. There are pretending to be “the official voice” of the industry, but the truth is they are just the ones with a voice. We have a few organizations which are theoretically taking care of a number of the industry topics. ![]() To be fair, running any other business in Italy is a pain. That said, running a studio in Italy is a pain. Of course it is way better than a few years ago and there are a few interesting hubs built around Facebook or Discord communities where you can find real professionals giving real advice about the real world. The biggest problem for developers, though, is that it’s very difficult to find the right direction for newcomers and it’s very easy to get misinformed about the best practices, especially on the business side of things. But last year, it started to change with digital distribution becoming the standard.Īnyway, when big publisher left, it was a huge blow to the whole ecosystem. They were really connected with the retail business, which had always been great here because of the poor Internet connections. The community is growing rapidly but it’s very fragmented for many different reasons.įor one, a few big publishers which had a branch office here, such as Activision and EA, have left recently. So what’s it like to be an indie studio in Italy? We were the only studio presenting its game at E3 2014 at Microsoft Booth.Īnyway, at some point I decided to sell my shares, and in 2016, I started Gamera Interactive.Īlaloth – Champions of The Four Kingdoms (Gamera Interactive) I had been there for 3 years and brought the Lone Wolf license to the studio before leaving.Īfter that, I co-founded Storm in a Teacup, an indie studio based in Rome, my hometown, which was one of the first indie studios in the world working on exclusive basis with Microsoft on Xbox One. And that’s how Forge Reply was created, which is the second largest studio in Italy today. I built the whole plan for the studio, and 6 months later we were bought by the Reply group. That same year, I joined a small mobile firm named Forge 11. In 2010, I moved back to journalism bringing the Eurogamer brand here and launching as Shareholder and Publishing Director. I then worked as Head of PR & Business Development for Black Bean Games, the internal publishing label behind Milestone. I launched 250+ games for 20+ publishers on the Italian market in 3 years. We played an active part in the planning phase and had the chance to work on many different brands such as Mortal Kombat, Fallout, Kane & Lynch, Age of Conan, Stranglehold, Unreal Tournament and many more. We worked for them as the Italian branch office and not only as the local distribution arm. I moved on to video game publishing in 2006 when I joined Leader, acting as in-house PR Manager for many big publishers without an office here in the country, such as Bethesda, Eidos and Midway. I started as a journalist with Play Press Publishing and then was Editor in Chief of Xbox Magazine, Deputy Editor of PlayStation Official Magazine and Game Republic over the years. Oleg Nesterenko, managing editor at GWO: Hi Alberto, could you please tell us about yourself? Who better to answer that question than an Italian industry veteran with around 20 years’ experience as a journalist, publisher, distributor, developer, customer and passionate player? We caught up with Alberto Belli, Founder & CEO at Gamera Interactive, to talk about the Italian game development scene.Īlberto Belli, journalist, developer, publisher, gamedev philanthropist
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