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Ask HN: I'm quitting my job, will create a game – any advice?

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Re: Ask HN: I'm quitting my job, will create a game – any advice?

#101
I've worked in the mobile games space for several years now, currently at a mobile games startup. Some advice:

- You're biting off quite a bit of tech you've never used, it sounds like. If you want cross platform mobile + web support, Unity is probably your best bet in terms of ease-of-use vs. portability

- I'm not sure a graphic designer is going to be able to help you with the more game-specific aspects of game graphics, but I could be wrong. Animations that work well with your game engine of choice can be a big pain

- I would buy a book or a course on some kind on mobile game monetization and marketing. It was very different from what I was used to in the SaaS space. Paid user acquisition seemed like a strange concept. Running paid UA campaigns with different install price bids based on quality of player was also a strange concept. If you want the game to make money this stuff will come up.

- Try to use services as much as you can. You're a startup, after all, you want to spend your time building the things that make your product unique. Playfab is okay but lacks decent analytics features + crash reporting IIRC. Firebase is good for mobile apps stuff but the analytics aren't great and they name stuff horribly. Regardless, pick one and try to lean on it heavily - only build the stuff you absolutely have to. Lots of tools have free trials and free tiers, use them.

- If you've never worked in games before, I would look up normal game development process. A simple version is to prototype things aggressively, then throw the bad parts out, then repeat until you're ready to do what's called a Game Vertical Slice, which usually just means to build all the "essential" parts in a way that lets you use them together. You want to flex your core loop in GVS, so you'll need each relevant piece in a usable state. When you make your GVS build, play it a lot, share it with friends, maybe try to get some friends of friends or parents involved. You want honest feedback. Is it fun? Are there parts of it that aren't? Are there things in the core loop that don't make sense? Are there gaps in the core loop? The data you'll get out of GVS is going to very aggressively scope your actual launch + success.

I say look into game development processes because I think it's important to timebox your curiousity and perfectionism. If it were a side project, I would say kind of follow your curiosity and build things exactly as you want them. Because you're trying to actually launch something, I would follow a hard structure such that you know you need to move on when you're spinning your wheels.

I'll try to think of more to write back. If you have questions I'm happy to answer them. Games are great, and making them is also great.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#102
I worked on several games, one within a small startup (was a really popular .io game, 300k+ MAU), yet they all failed to generate enough revenue.

My suggestion: don't create a game. Create a gamified tool for a specific niche. To make a high-quality one, do something related to a domain/hobby your are passionate about. For example, if you enjoy cooking, create a gamified educational cooking app, where you actually learn how to hook. Do you like playing the drums? Create a Music School simulator (eg. you are the teacher, get students, you teach them, something like Game Dev Tycoon).

That being said, actually earning money with a game is REALLY hard UNLESS you go for a specific niche, which makes it a lot easier to market your game or ask money for the game.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#104
post #103

Good luck. Enjoy the process. Would recommend reading Jordan Mechner's Journal on the Making of Prince of Persia https://jordanmechner.com/store/the-making-of-prince-of-pers...

I'm my opinion - 18 months may not cut it. I would consider 3 years, You need thinking time to develop your idea, games, time for pivoting.

You will have roadblocks, but enjoy the journey. There are many creative ways to sustain, write about your progress.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#105
I built 2 games, 200K downloads. I didn't quit to work on that particularly but it took me only 3 weeks to build a very simple react native trivia game that I knew instantly it was going to be a hit. The game is only for a specific european country, so, for the total population, it was pretty cool. It was top charts on app store / play store for a while and the hundreds of reviews of people loving the game changed my life.

I eventually needed to take a job since it wasn't profitable for long (2-3 months) and my plan now is to build other games and quit the boring corporate job once for all.

The only advice I have: launch as early as you can. On my second game I waited unnecessary months, and I realized I could've prioritize a lot better.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#106

I built 2 games, 200K downloads. I didn't quit to work on that particularly but it took me only 3 weeks to build a very simple react native trivia game that I knew instantly it was going to be a hit. The game is only for a specific european country, so, for the total population, it was pretty cool. It was top charts on app store / play store for a while and the hundreds of reviews of people loving the game changed my…

And btw, I spent nothing on advertising. Everything was organic.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#108

Create an MMO but also an MMO framework so other people can use the framework. The framework might actually turn out to be more popular than the game.

Working on a game engine is the ultimate (and very common) game dev trap. It's a recipe for never finishing anything as all your time and energy is eaten up trying to generalise your code to support infinite games.

It could also be argued that adding a generic game to the pile of a million games, built with the same tools that everyone else uses, and that doesn't challenge one in building it and doesn't add anything new to the industry is also a trap.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#109

Earlier quoted context omitted.

Working on a game engine is the ultimate (and very common) game dev trap. It's a recipe for never finishing anything as all your time and energy is eaten up trying to generalise your code to support infinite games.

It could also be argued that adding a generic game to the pile of a million games, built with the same tools that everyone else uses, and that doesn't challenge one in building it and doesn't add anything new to the industry is also a trap.

Make a non generic game then. Players don't care how you coded it.

My point is, if you want to make a game, make a game. Making an engine is the ultimate distraction. You should only be considering an engine after you have a few similar games under your belt and know there's a market for it.

Re: Ask HN: I'm quitting my job, will create a game – any advice?

#110

Earlier quoted context omitted.

Yeah agreed it's too fast. Back in 90s there was way less demand on resources.

I'm following the Sokpop collective, they are 4 developers that have committed to releasing 2 games per month. The main source of income seems to be Patreon subscriptions, but games also get released on Steam. Every one game is quirky, vibrant and fun. For few of them I was disappointed that devs moved on instead of continuing working to bring out the potential, but after a while they would return to same concept and…

Wow I never heard about them, that's awesome! Immedaitely browsing their webpage...
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