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How to Survive as a Solo Dev for Like a Decade or So

sizefivegames.com

141–150 of 171 posts

Re: How to Survive as a Solo Dev for Like a Decade or So

#141
post #16

Earlier quoted context omitted.

I have also been working out of my garage for the last eight years and I'm just now in the process of finding an office. I don't have any kids, but I still feel like I'm going stir crazy. Sometimes you just need to put some distance between where you sleep and where you work.

I work from home. Here's how I get around this: after waking up and having breakfast, I go for a short (~10 minute) walk or bike ride around the block. When I get back, I start working. That kind of "fake commute" is sufficient to trick my brain into separating work from everything else I do in the same space.

Doesn't work for me. The moment I enter my house again, my brain immediately smells home (=rest) and I cannot work again.

Re: How to Survive as a Solo Dev for Like a Decade or So

#142

Earlier quoted context omitted.

That's a reason to have a separate office, not a reason to not have kids (if you'd otherwise want to have them.)

I can't have a separate office; I'm stuck with the office my employer provides me. I could go find another job of course, but it's going to be the same there, or worse, since all the employers have jumped on the open-plan office bandwagon. At home is the only place I get a little peace and quiet, aside from my cats jumping in my lap. Kids would eliminate that.

Are you in a relationship?

Re: How to Survive as a Solo Dev for Like a Decade or So

#143
Being an indie developer for 10 years feels too much for me.

I mean, once you do 2-3 games and you have a little success, I think you should use that notoriety to gather more talent and assemble a team. Forget starting a startup, studio, being an entrepreneur. I say you should continue doing what you do, but instead of doing all the development yourself and outsourcing the graphics or the sound effects, just bring them in.

A team of 2-3 developers, 1-2 artists, and a composer should level up faster. Watch Fullbright[1], they had amazing success together, while on their own they were.. just ok.

There are any former solo devs here that could share their story? What was the next step for them?

[1] https://en.wikipedia.org/wiki/Fullbright_(company)

Re: How to Survive as a Solo Dev for Like a Decade or So

#144
post #138
post #126

Earlier quoted context omitted.

I'm gonna call a hard citation please on "most accountants don't recommend" you taking a deduction that could get you a boatload of reduced tax liability.

Well I definitely got that recommendation too. His exact advice was that I shouldn't take it unless the office was it's own sealed off room that was NEVER used for ANY other purpose. He certainly scared me out of taking the deduction.

Agree, was told same. The requirements are strict and just not worth the hassle. Hope laws can be updated as working from home is more commonplace nowadays.

Re: How to Survive as a Solo Dev for Like a Decade or So

#146
post #8

> I find it astonishing that startup indie devs pay out for an office, with all the extra bills that entails. Work from home, keep your overheads as close to zero as possible. I've been a solo dev for nearly a decade (8 years) and I found that sometimes it makes complete sense to pay for an office. Before my daughter was born, I was able to work from almost anywhere: noisy cafes, at home, the library, etc. But after…

Hmm, I'm starting to notice this too (I have a ~3 year old) and it kind of worries me. Aging brain I guess.

Re: How to Survive as a Solo Dev for Like a Decade or So

#147
If you want to make it for much longer than just a decade plan for those once-every-in-10-years dry spells and accidents and SAVE. Sock money away as if your life and career depend on it, one day they will and if you don't have savings you will end up in trouble. Save 20% of your gross at a minimum, then, once you reach 100K or so of rolling reserve you can relax and start spending a bit but really try to maintain that reserve.

Re: How to Survive as a Solo Dev for Like a Decade or So

#148

Earlier quoted context omitted.

But most accountants suggest you don't take that deduction since they tend to be audited at a much higher rate.

If you're scared about an audit, you shouldn't be in business.

Fear isn't the only reason to avoid one. They're also quite inconvenient.

Re: How to Survive as a Solo Dev for Like a Decade or So

#149

Earlier quoted context omitted.

But most accountants suggest you don't take that deduction since they tend to be audited at a much higher rate.

If you're scared about an audit, you shouldn't be in business.

I think many people use their home offices for other stuff than just work. Maybe it's a spare bedroom for guests or maybe they sometimes place computer games in it. If you get audited, you will have to explain all this. It won't be fun and if the audit doesn't go your way, you are looking at legal trouble.

Re: How to Survive as a Solo Dev for Like a Decade or So

#150

This would be more accurately titled, "I survived 10 years as a solo developer and here are the choices I made". Here's my version: 1) Craftsmen pay good money for their tools. Invest in your office space, whether its a dedicated space in your home or a coworking membership. But be honest about what tools you need. You probably don't need a $1000 aeron chair. But you do need one that's comfortable. You probably don't…

I think #6 has been what's keeping me from earning a Pulitzer. Thank you deeply for this enlightenment.

On a more serious note: good advice all-around :)

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