The 10 year journey of a solo game developer
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The 10 year journey of a solo game developer
1–9 of 9 posts
Re: The 10 year journey of a solo game developer
#2Having a second founder makes a huge difference to your chance of success. There's just too much to do on your own.
Re: The 10 year journey of a solo game developer
#3The most interesting part, and something that the article doesn't go further in to, is why partnering with artists didn't work. The author just says "interests faded". Why did they fade? Was the artist not really onboard? Did the coding take too long? How could that problem be resolved? Having a second founder makes a huge difference to your chance of success. There's just too much to do on your own.
At that point the first thing that gets cut is the hobby.
Re: The 10 year journey of a solo game developer
#4The most interesting part, and something that the article doesn't go further in to, is why partnering with artists didn't work. The author just says "interests faded". Why did they fade? Was the artist not really onboard? Did the coding take too long? How could that problem be resolved? Having a second founder makes a huge difference to your chance of success. There's just too much to do on your own.
I find being able to pay (even below market) salaries is really required for longer term project. People on profit share will usually not treat your project as more than a hobby, and at some point life happens- spouse gets sick, a parent dies, money problems, stress at the day job, etc. At that point the first thing that gets cut is the hobby.
Re: The 10 year journey of a solo game developer
#5Earlier quoted context omitted.
I find being able to pay (even below market) salaries is really required for longer term project. People on profit share will usually not treat your project as more than a hobby, and at some point life happens- spouse gets sick, a parent dies, money problems, stress at the day job, etc. At that point the first thing that gets cut is the hobby.
There have also been studies that show people often put in more effort when not being paid than when being paid what they consider an under-market amount.
I can only talk from my own experience.
Re: The 10 year journey of a solo game developer
#6Earlier quoted context omitted.
I find being able to pay (even below market) salaries is really required for longer term project. People on profit share will usually not treat your project as more than a hobby, and at some point life happens- spouse gets sick, a parent dies, money problems, stress at the day job, etc. At that point the first thing that gets cut is the hobby.
There have also been studies that show people often put in more effort when not being paid than when being paid what they consider an under-market amount.
Re: The 10 year journey of a solo game developer
#7Re: The 10 year journey of a solo game developer
#8The most interesting part, and something that the article doesn't go further in to, is why partnering with artists didn't work. The author just says "interests faded". Why did they fade? Was the artist not really onboard? Did the coding take too long? How could that problem be resolved? Having a second founder makes a huge difference to your chance of success. There's just too much to do on your own.
This guy for example, let's be clear... he's released a single game, for free, which got about 250 downloads in total in the past few months (the period for most apps where you get 90% of your downloads). In short, he may have generated $5-10 in advertising or inapp purchase revenue. Now realise that he lives in SF, needs a Mac and a $100 license to even package and publish an empty app, and probably spent a few weeks (if he's experienced) or a few months (more likely) on this app, and quit his job as a web developer to do so. He'll likely never break even on the $100 license to publish to the app store, let alone actually earn the $10k he'd need at minimum to live in SF, work on the project for a few months and pay an artist. That's why profit sharing exists, and artists don't buy it for obvious reasons.
Exceptions exist either if the developer has a reputation or relationship with the artist (not applicable for OP), or if the game is highly original and tons of fun and has a chance of blowing up (Wordsum, with all due respect, is a generic word game. I've built a few similar games myself.) But in general (and in his case), no artist is going to be interested in pursuing that.
Some artists might be willing to do a quick altruistic job for a starting dev (especially a teenager), like spend 30 minutes doing some generic buttons for a menu, or simple vector nature backdrops made up of existing assets. Often they simply want to build their portfolio or build an asset they sell on an asset website, these aren't steady long-term relationships that last, they're one offs that fade.
Re: The 10 year journey of a solo game developer
#9Trying to sell game apps is just like selling ringtones as was popular back in the '00s. There is money to be made, but only by a few people (mostly the ones owning the store).
Most crafters came and went. A few consistently made money, and they usually had permanent businesses; the fairs were a way to connect with the community and spread awareness. The big money was made by the organiser: "the store."
You may get rich mining for gold, or you may die. Selling pick axes to miners is a pretty good business, and there's always new, hopeful customers.