Table of Contents
- Why is Layer Licensing necessary in the gaming industry?
- ❓ How did you decide to use NoCode platforms to build Layer (what was your decision framework)?
- ❓ What milestones did you set for yourself to define success for your business?
- ❓ What benefits did you see in using NoCode platforms to build your MVP? What is next for Layer? Will you continue to scale using these platforms?
- Conclusion
Recently I worked with an Australian client for their new venture called Layer! I am super excited that they recently got funded, and it gives me great pleasure that I worked with them to develop their platform (MVP) that helped them bang on the funds!
So, I thought, let me ask them three essential questions to help my audience and people considering developing MVPs as to why NoCode is a better option! Please keep reading to see their responses to my questions #nofilters!
Before I go over the questions, let me take a moment to explain what Layer is!
Layer Licensing is a managed marketplace that helps game developers and publishers access to character, narrative, and brand IP that players love. Layer is The future of IP licensing in games!
Why is Layer Licensing necessary in the gaming industry?
Unless you're a major publisher, securing the correct IP for your game is not easy. It isn't easy to know who to speak to, what IP you might be able to afford, and whether they'd even be open to working together in the first place. You can expect to do a lot of cold calling and emailing. (Unless you're lucky enough to call in a favor from a friend.)
❓ How did you decide to use NoCode platforms to build Layer (what was your decision framework)?
Client Response: When we started Layer, we wanted to optimize for speed of learning. This meant spending as much time with customers and being able to adapt to the platform as quickly as possible. We chose NoCode so I could spend less time managing a development team and more time with customers.
❓ What milestones did you set for yourself to define success for your business?
Client Response: Being a marketplace, our goals were heavily focused on acquiring games and IP rights holders to make up each side of the marketplace. We focused narrowly on a few key categories to give ourselves the best chance of ensuring every new customer would be able to find the right property to suit the game they were working on.
❓ What benefits did you see in using NoCode platforms to build your MVP? What is next for Layer? Will you continue to scale using these platforms?
Client Response: NoCode allowed me early, when it was just my co-founder and I, to spend the maximum time with customers learning and minimised the time you'd normally spend onboarding and then managing developers.
NoCode also meant zero communication latency - Until we hit a certain level of complexity I could basically make changes to the platform as quickly as we learned what we needed to change.
We've started creating aspects of the platform now that are our own solution (not NoCode) with a focus on the pieces that are proprietary and differentiating, while keeping the parts on NoCode that are not. Eventually we expect to be largely or even completely on our own platform, however for things like internal tools I think keep what's practical in a NoCode platform minimises time and cost while maximising customizability for internal teams, without additional development time.
Conclusion
As I had spoken in my previous blog, we can see here that having clarity for the MVP is the basic necessity, and hiring developers isn't what will guarantee success. It is quick to build and can flex things around that will bring you closer to success, especially if the core business is not technology, like in this case - it is IP Licensing for games.