

A Practical Guide & Lessons from Building 'HIRU' - An African Game
Stage 11 - Confex Level 2
Talk
~All~BusinessGame DesignPR & Marketing
Information
Dean Gichukie, CEO of Nairobi-based Kunta Content, shares hard-won lessons from building HIRU – an AA-quality action-adventure game crafted in an emerging market. This practical talk tackles unique African studio challenges: creating rich environments with limited team size and compute power, securing global partnerships from underrepresented regions, navigating dev-kit access hurdles, and attracting worldwide players while operating locally. Learn actionable strategies for resource optimization, cross-cultural negotiation, and leveraging local narratives for global appeal. Ideal for indie devs and studios facing constraints or seeking authentic perspectives.
Target Audiences
Game developers, Publishers, Investors, Ecosystem players
Experience Level
Intermediate
Key Take Aways
a. Art/Environments on Limited Resources:
– Use modular design & photogrammetry with local landscapes for high-quality assets.
– Optimize via "art direction over fidelity";prioritize key visual hooks.
– Leverage tools (Maya, Blender, GIMP) and procedural workflows.
b. Closing Global Partnerships:
– Lead with unique cultural IP as a value proposition.
– Target partners aligned with diversity goals.
-- Exploit timezone gaps for efficiency.
– Build credibility through prototypes, vertical slices, not just pitches/final games.
c. Accessing Dev Kits:
– Partner with local devs tech hubs for shared hardware.
– Document shipping/tax challenges early;respectfully engage platform reps for regional support.
– Use cloud-based testing where physical kits are delayed.
d. Worldwide Player Acquisition:
– Co-market with diaspora communities for organic global reach.
– Designing gameplay that resonates universally but celebrates specificity.
Session Type
Talk


