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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?

#51
Game publishing is a numbers game. Most games go unnoticed, very few will break even, only "lottery winners" will make real money. The stores are full of well executed games with original ideas that you/we never heard about and never will. Games in page 1 of each category will make money, then there is those from page 2 to 10000.

We've spend a year and a half building a game that made us just over $1000. You increase your odds by having a name in the industry: known game designer, known franchise, known publisher, something that will put you in the front page of gaming websites for a few hours, but even that is just a push, no guarantees. You can also go for a quantitative strategy: build lot of small simple games. This last strategy worked better for us.

Make sure you take this decision knowing that failing is by far the most likely outcome. That's the hard truth about the game industry.

Sorry if those are not the encouraging words you hoped.

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

#52

I built games full time for about five years, straddling the transition into smartphones. Building a mobile game that is profitable is a bit like the lottery. You need to build something great to have a chance of winning, but building something great is not a guarantee that you will win. I realize that goes for most business ventures, but I think it is more true for mobile games than most. What captures the imaginati…

I should add that we decided to stop doing this when we realized we were now playing the lottery for a living. We had a few times where we got featured in stores and made thousands a day but didn't take off from there and that was that for that title. If I can offer any advice it is to focus on simple mechanics and keep production costs way down. Don't spend more than three months on launching your first title.

Funny how "lottery" is the word that comes out the most when we talk about making games for a living.

Big studios solve this by publishing games by the hundreds.

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

#53
post #52

Earlier quoted context omitted.

I should add that we decided to stop doing this when we realized we were now playing the lottery for a living. We had a few times where we got featured in stores and made thousands a day but didn't take off from there and that was that for that title. If I can offer any advice it is to focus on simple mechanics and keep production costs way down. Don't spend more than three months on launching your first title.

Funny how "lottery" is the word that comes out the most when we talk about making games for a living. Big studios solve this by publishing games by the hundreds.

Right. Ya, in truth I think the big studios were all built off a single hit. And those hits keep paying out for a long time and they leverage either the brand to build sequels or just start stringing out new titles hoping another will "hit". Cross-marketing is huge too.

You can be successful building mobile games, just like you can win the lottery. :)

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

#54
Random thoughts from a solo game developer:

- Validate the idea. Try building a prototype and verifying your idea before comitting to it. You'll learn a lot about whether your game idea is fun/can be made fun, and learn the ropes of your new dev environment in a way that'll let you throw away your early code with no regrets.

- Pick Unity if you don't have experience with either. You'll get to results faster, and at solo dev scale, the quality Unreal offers won't matter.

- If you've decided on a mobile game, do some research on how effective monetization on mobile works, come to terms with how bad the options are and decide if you're still into it

- Runway seems OK for what you're doing, but word of advice: it is mentally taxing to some people to be in financial "freefall". I know this hit me hard when I made a similar decision to yours.

That said, there are a lot of good parts as well. Seeing people play and enjoy your brainchild is definitely more rewarding than working somebody else's startup or company, and as a venue for creativity, game development is hard to beat for somebody with a programmer skillset.

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

#55
Hey there! Fellow game dev wannabe based in Barcelona, Spain that has considered something similar as you. I've mostly built stuff for fun, but hit me up if you want to do some open discussions/feedback sessions.

Like others have said it is a brutal industry with most games making no money, but there is a formula to follow if you want a chance of success.

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

#56
I love that energy, and totally sympathize with the desire to take charge of your own vision. One of the great things about this industry is the willingness to take risks. Creating my own successful game is one of my life goals as well! Game creation can be a really meaningful experience and its a great combination of a lot of different skillsets. It's also a ton of fun.

But.

If you want to make this successful, first you're going to need to understand the risks here, as well as define explicitly what you're looking to get out of this. Are you looking to just make money, or execute a creative vision? What will you decide to do if those two things come into conflict?

Second, of all the potential business models out there, making a game is probably one of the riskiest ones you can possibly work on. You're going to need to come into this knowing what you're doing.

At minimum, you should be able to answer the question - "Why does the world need this game?" Why would someone play this game, and more importantly, pay for it?

If you were an experienced game developer who had released some number of small indie titles and looking to spend some time on a title you know can have an impact, thats one thing. But making a good game that people want to play is very difficult, time consuming, and requires a lot of experience. It takes years to build the skillsets needed to be successful in this industry, and thats even with a programming background. The fact that you don't have an idea yet of what game you want to make, nor have a familiarity with an engine yet, tells me you're a couple years away from being able to quit your job. Also, the fact that you say you're motivated to do this because you're bored of your job and want some self-actualization, tells me you're doing this for the wrong reasons. You should only quit your job and make the jump if you're already progressing on a game you know can be successful and just need time to develop and publish it.

So here is my advice. Keep your job for now, or if you don't like it, find a new one. Join a game jam on itch.io, timebox yourself and your partner for some short amount of time, like a week or a month, to create several small "throwaway" games to build skills and the understanding of how much you can accomplish. If you don't have many obligations outside your job (kids, family, etc.) you should be able to accomplish a small complete game in a month in your spare time. Do this for a year or two, and if eventually you find yourself making a really great game you just need more time to work on, then you have your answer. But by choosing to quit your job before you have even started exercising these skills you're setting yourself up for failure.

I sincerely hope you succeed and find your vision. But in order to succeed, you need to have a good understanding of the risks involved, and the skills and experience to know how to overcome them in concrete terms.

As someone who's just completed a game jam with a small game, this is a fantastic hobby at minimum and I hope you're not deterred from being creative. I only advise caution when talking about turning this into a job. Who knows, by doing this just as a hobby at first you may even find that this gives you the right outlet you need to enjoy your day job more! That was more or less the case for me, since my present job means I'm not building things as much and deal more with a lot of team dynamics and bureaucracy.

Edit: This video was pretty enlightening to me in terms of pitching game design - if he won't accept your pitch, why should you? Theres a lot of other good videos on the GDC channel as well:

https://www.youtube.com/watch?v=4LTtr45y7P0&ab_channel=GDC

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

#57

Try working on the game 20 hours a week while keeping your job. If you truly love the concept and love working on it while still working full time, that'd be a good sign to potentially scale it up with your full 60-80 hours you'll be spending.

I'd agree with this, as someone that is doing this (though have no intention to leave my job). WFH has made it easier than ever to find the time, which admittedly isn't easy, but turning it into a grand life decision does make for a convenient excuse to put off just sitting down and starting it

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

#58
I work in a mobile gaming development house, so maybe I can share my 2 cents.

From the look of it, the landscape of mobile gaming is pretty competetive nowadays. I'm not sure which genre you are targeting, but from what you are describing I think it's a casual game? I strongly recommend Deconstructor of Fun to you as it covers mobile gaming pretty extensively and we have been using it for industry information from day zero. Subscribe to the newsletter and try to figure out the landscape for your genre, and see where you can find an edge.

That said, unless you have been going through a full scale mobile gaming dev from begining to end, you might overlook some aspects. For example, you didn't mention method of marketing (but do have a market target), but that's one of the key areas that contribute to the success of a mobile game (and pretty much every indie game), and could be pretty expensive if you go through some channels.

Another thing to think is how easy it is for others to copy your game. It's almost fair practice that companies start copying other games, not only the gameplay flow, but even the look and style of it. Big companies do that as well, so be careful.

Your financial looks good, 12-18 months should be good (I'd target for 2 years though), and about the engine, we are using Unity, but I guess it depends on the project and your experience. If you think the gae won't have top graphics and you don't have a solid C++ background, maybe Unity is easier?

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

#59

I love that energy, and totally sympathize with the desire to take charge of your own vision. One of the great things about this industry is the willingness to take risks. Creating my own successful game is one of my life goals as well! Game creation can be a really meaningful experience and its a great combination of a lot of different skillsets. It's also a ton of fun. But. If you want to make this successful, firs…

A million yes to all this!

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

#60
post #54

Random thoughts from a solo game developer: - Validate the idea. Try building a prototype and verifying your idea before comitting to it. You'll learn a lot about whether your game idea is fun/can be made fun, and learn the ropes of your new dev environment in a way that'll let you throw away your early code with no regrets. - Pick Unity if you don't have experience with either. You'll get to results faster, and at s…

I wrote a game with a friend early on for the App Store. I second the notion of validation. It's great you have a friend who can design graphics for the game, but prototype and test the basic mechanics before you get too wrapped up in the appearance. Using simple placeholders will speed up your iteration as you refine the mechanics. I spent a lot of time writing a vector graphics layer (this was in the days of iOS 2), and while it was very cool, it took a lot of time that could probably have been better spent trying experiments with the basic gameplay. The game was not a big success.
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