> 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…
How to Survive as a Solo Dev for Like a Decade or So
31–40 of 171 posts
Re: How to Survive as a Solo Dev for Like a Decade or So
#32> 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…
$350/mo seems _extremely_ reasonable for a quiet studio. I don't think that's the kind of office expense the poster was talking about. For instance, in NYC, $350/month would barely get you a "hot desk" (i.e. chair at a table) in a coworking space.
Re: How to Survive as a Solo Dev for Like a Decade or So
#33Earlier quoted context omitted.
Yes, coffee and reading hn and the like. You could also say "don't procrastinate". Sure, I'll start doing this right after I read this one last post ;)
Same here! Will go back to work just after replying to you! :)
echo 127.0.0.1 news.ycombinator.com >> /etc/hostsRe: How to Survive as a Solo Dev for Like a Decade or So
#34> 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…
Too bad these in-law houses (or nanny houses) are so rare in the Bay Area. Where I used to live in Florida they were all over the place.
Re: How to Survive as a Solo Dev for Like a Decade or So
#35> 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…
$350/mo seems _extremely_ reasonable for a quiet studio. I don't think that's the kind of office expense the poster was talking about. For instance, in NYC, $350/month would barely get you a "hot desk" (i.e. chair at a table) in a coworking space.
Re: How to Survive as a Solo Dev for Like a Decade or So
#36>>> Don’t spend any money: Do as much as you can yourself. If you can’t afford it, don’t pay someone to make assets that you could do yourself. What’s more, do you really need to hire a full time coder? Or can you just hire a freelancer for a month? If you don’t have money, make the sound effects yourself. Nah. As a solo dev you need to spend your time efficiently. You can go to Fiverr and pay literally $5 for stuff…
Re: How to Survive as a Solo Dev for Like a Decade or So
#37> 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…
I think the real lesson that's being conveyed is "Don't gear up like you're a successful business until you are a successful business". > When your game sells and makes some money, treat it in terms of how many years you’ve got until you’d have to get a ‘proper job’ > I’d released three games before I went ‘full time’, and my 4th was just about ready to launch. The first games were made in my spare time while my Real…
Re: How to Survive as a Solo Dev for Like a Decade or So
#38Earlier 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.
Re: How to Survive as a Solo Dev for Like a Decade or So
#39Re: How to Survive as a Solo Dev for Like a Decade or So
#40The best advice that I got was don't quit your full time job. My desktop sharewares dont sell that often nowadays, but its enough to pay my rent and monthly expenses. The salary that I get from my full time job goes direct to my bank untouched. > "Working from a cafe" 100% agree. For me, no work gets done from a cafe. I wonder what work people do by sitting at Starbucks. I cant write one line of code if I am being co…