Live data from Hacker News

Show HN: I got laid off from Meta and created a minor hit on Steam

news.ycombinator.com

191–200 of 379 posts

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#191
post #146

Incredible work, Brian! I'm in awe of what you've done in such a short amount of time. I started an indie game company (still working on our first title) and had a few related questions if that's OK? 1) If you didn't need a salary or marketing help, would you still have signed a publishing deal? My sense is most of the publisher value lies in getting paid before the game launches, and with marketing around launch, bu…

Thanks Rand! 1) It obviously varies w/ each dev's situation, but I think your sense of the value prop is a fair default one w/o context. In my case, there were four reasons: 1) having a partner to help with (to me) "the unknown unknowns" (i'm only a dev and a novice designer, literally anything else would be my first time doing it, so i figured having an experienced partner there would be wise) 2) the advance was nic…

"Make sure your hook is glowingly radioactively good. Don't overbalance. Leave in some jank. Scope down and finish quickly. And avoid tropes. Stand out."

Sounds like outstanding advice. I hope we can follow in your footsteps! (and thanks for the kind and comprehensive answer)

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#192
post #82

Earlier quoted context omitted.

It's a stock animation from mixamo :P

Stock assets: the first “AI”. Honestly still a better option than AI for most anything in game dev with a few workflow-oriented exceptions.

Stock assets were still made by humans, even if the effects of a poopular stock asset remain similar.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#193
Do you think "diamond in the rough" games exist?

Some claim that there are games that are hidden gems that haven't received the recognition they deserve.

Other claim they have never seen a generally good game that didn't have generally good success.

What is your view?

I think some games are good within their niche, but their niche sucks. Something like a hardcore roguelike with ASCII graphics. Within the hardcore roguelike niche, the ASCII game might be "good" and have some interesting new mechanics, good execution, etc; but within the entire gaming industry, classic roguelikes with ASCII graphics are outdated, they "suck". Some will say the ASCII roguelike is underappreciated, but only because they over-appreciate the niche.

I'd like to believe that a generally good game guarantees at least some success.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#194
post #4

200,000 units is a far cry from just a 'minor hit' - congratulations! During the project, what was the biggest instinct you had that was ultimately validated by its success, but still surprised you? What was a lesson you learned that you didn't expect? How was working with a publisher? What did they do right and what did they do wrong?

I suppose that when your previous employer has over 3B users (FB alone, not even counting IG and WA and whatever else they have going on), 200k might seem like a small number of people :P But I agree. OP, 200k is a hugely respectable number for a game or any piece of software for that matter. I’d be happy if 200 people used any of mine, never mind the k :p Congrats! :)

even with a publisher, 200k copies at launch for a very small indie team is easily on pace for the 1%.

https://intoindiegames.com/features/how-much-money-do-steam-...

TBH I forgot the 1% was so high, even for an indie. But network effects are crazy, so getting to 700k will eventually be a thing.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#195
post #147

Earlier quoted context omitted.

None. What I delivered is what was in the contract.

I think people doing gamedev who have/had a day job writing business software have a tendency to eschew all the boring scope/time management/actually shipping stuff because being able to just write the code you want and spend however long you want polishing it is so freeing. Seeing someone come from the corporate world to gamedev and seemingly carry over all the right lessons and keep the discipline is pretty awesome…

It's really hard even with coporate experience. But given that OP:

1. already had gamedev experience on top of tech experience

2. kept his technical scope very low for his assumed skill level (2d game, Godot engine for fast iterations, full-time focus and scheduling)

3. Was relatively stress-free in terms of his personal situation

I can understand a pretty smooth development period.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#196
post #135

Earlier quoted context omitted.

The most pushback you get while building it if there is no money coming in. They see you working a lot, being stressed, but still struggling financially, so from their side it's hard to see the benefit of doing it.

I mean video games are notoriously competitive, and very little money comes in until it launches after a year of building. It was not impossible OP was going to launch to 4000 customers. I think OP’s story is inspiring, and I’m happy to hear he had support, but I could also see a wife being upset her previously highly paid husband is working on a video game, and presumably a low salary from a publisher (if any). When…

>It was not impossible OP was going to launch to 4000 customers.

Having a publisher helps a lot. But 4000 copies for many indies would be a rousing success (albeit, not a financial success). It is simply that competitive.

>I could also see a wife being upset her previously highly paid husband is working on a video game, and presumably a low salary from a publisher (if any).

Very true for 99.99% of indie devs. But I figure that OP's savings and RSU's (almost a deacade's worth) would easily put them in a situation everyone else can only dream of.

>When I was working on my previous startup...

I know startups are risky, but I really don't get this attitude. It might just be lack of knowledge, but once you can get a startup off its feet, the VC money from seeds easily makes up for that downtime. And unless you're the founder or are a near-founder being paid with future equity, startups can still pay very respectably. It's the time committment that you need to worry about.

Re: Show HN: I got laid off from Meta and created a minor hit on Steam

#197
post #146

Earlier quoted context omitted.

Thanks Rand! 1) It obviously varies w/ each dev's situation, but I think your sense of the value prop is a fair default one w/o context. In my case, there were four reasons: 1) having a partner to help with (to me) "the unknown unknowns" (i'm only a dev and a novice designer, literally anything else would be my first time doing it, so i figured having an experienced partner there would be wise) 2) the advance was nic…

"Make sure your hook is glowingly radioactively good. Don't overbalance. Leave in some jank. Scope down and finish quickly. And avoid tropes. Stand out." Sounds like outstanding advice. I hope we can follow in your footsteps! (and thanks for the kind and comprehensive answer)

Honestly sounds like good advice for almost anything new/creative :)
Post reply on HN