13 years later: I can execute the "full plan" at any time, but I find myself to have sufficient autonomy and be comfortable enough at my current position.
This plan is certainly not the highest payoff in my case, as I can't buy the toys/houses my peers have. However work/life balance is great, and I still have the option to build things without needing outside funding.
I don't know if you realize it, but there is probably a strong connection between the "I can execute the 'full plan' at any time" part of your life and the "autonomy and [..] comfortable [..] position" part. In other words: In our times there is no downside in preparing your independence and working on your autonomy except that it is a lot of work. There is no real alternative either, even and especially if you plan to be dependently employed until retirement. Once you are in a dependent position and you don't have the option to leave short term, sadly the risk of being taken advantage of is real.
Houses and toys are plentiful and of low value. The payoffs I have in mind are the great luxury of being able to afford creative freedom and integrity, and the pleasures of mastery. Sounds like you are rich in all that - the wise person's wealth
I worked in big tech for a few years. Hated it. My work is very important to me and I do not like working on projects where I have no creative control or autonomy.
So I started working fewer hours. I was an hourly contractor and got down to 30 hours a week with nothing more than grumbles for my manager.
I’m a generalist in my field (robotics) and “full stack”. I wrote a manifesto [1] and handed out 250 copies at maker faire etc. I wrote about my dream.
Someone shared my dream and could pay me for it. To lower cash flow requirements I only work about 20 billable hours a week. I can survive just fine on that. My billable work is part of my dream and the rest of the week I work on hobby stuff which is all also in furtherance of my dream. 100% of what I am working on is open source.
My story is certainly unique. I don’t expect you to meet someone who will help fund your dream. But I basically got very good at my craft and then found a part time work arrangement that allows me to spend a lot of time working towards other personal goals I have.
And I don’t have to stay stuck in a damn corporate office.
So yeah, instead of negotiating ever higher wages, consider negotiating ever more flexible schedules.
Thank you for sharing your experience and for the advice!
As always when this topic comes up on HN, check your employer's IP assignment policy in your employment agreement before you moonlight or work on side projects that you think you might own or make money from in the future. Some are limited to what you make on company equipment / company time, others claim everything you make at home or at work, using any equipment.
... damn was I wrong. And even if I already read contracts very, very carefully I will in addition have something new to look for, as even so called "Freizeitwerke" (works during free time) could be claimed exclusively by an employer.
At least, as far as I understand after reading up on the regulations and the text of the respective laws.
But having a job in industry X and a side gig / personal project also in industry X is dangerous.
As always, consult a lawyer and understand the implications of any IP assignment clauses in employment contracts. That said, IP assignment clauses are generally intended to cover works related to your employment. If your day job is writing SaaS backend code in Java, a reasonable employer has no interest in paying lawyers to seize your indie video game IP. However, if your day job is writing video games and your passion project is also a video game, your employer has a reasonable position to argue that your video game overlaps too much with your work for hire and could be at risk. This can be true even without an explicit IP assignment clause, so don’t assume the employment contract is the final word on the matter.
Ironically, this means it’s safer to work a non-gamedev day job if your goal is to make video games on the side.
The easiest path might be the one mentioned above: Work a standard day job that pays well, build up a comfortable amount of savings for a decade, and then use that cushion to do what you want. The failure rate for indie game devs is massive, so plan career paths and finances such that it won’t be the end of the world if it doesn’t work out.
I will also add that I am always delighted to violate contract terms that impinge on my personal creative and commercial agency to the extent I can get away with. I am not about to let myself feel bound by something I had to sign in order to eat, except insofar as is prudent and serves my interests
That said, I do also think these noncompete/IP clauses can be reasonable sometimes. I wouldn't work on a commercial indie match 2 game while employed by a AAA match 3 developer
Here's a random favorite of mine, as a thank you: https://youtu.be/_4iswqa8r-Q
Not a business talk, but a design deep dive from a genre master. Existential breakdown starts ~20:30
If you want to make games, or software, or any product, you have to hit while the iron is hot otherwise someone else will come along and beat you to it. Even if you invest aggressively, it's better to just keep doing that and retire than waste it on that pet project you had your eye on for 20 years.
[1]: https://gamefaqs.gamespot.com/xbox360/958447-alchemist/video...
Source: me, who is taking part in The Quittening to test out whether it's viable or not.
Nice one, mate. Good luck. I'm doing the same, so right behind you :)
Oh the dreams of young single childless people.
Two kids + wife + mortgage and I managed it.
Even better I can report: you do not need full FIRE and 15+ years of career. All the indies I know who "failed" returned to the industry with yet better jobs than prior. Ours is an industry where experience itself becomes security. Game's tooling changes slowly. While hordes are fighting for the few entry level positions every team actual wants is experienced people. Thus once you get into the games industry and stay, the jobs get better.
Not saying it anit worth it, just that you will expend %50-150 of your resources depending on how responsible a partner and parent you are.
* become very good at a highly gamedev-relevant and marketable skill (e.g. graphics programming)
* parlay skill into well-paying job that uses and further hones that skill
* as you work the job and save/invest aggressively, start building games on the side using the skills you've developed
* after 5-15 years, if you still want to make indie games, you'll have enough money to do it full time without needing outside funding, plus a vast amount of relevant skill and experience to help you succeed
Con: takes forever, to the point where you might die before you get to finish a game
Pros: you are not truly fucked if you fail at indie gamedev / realize you don't want to do it anymore; if you manage to carry out the full plan, you can make exactly what you want, since you won't need your games to make money
This is the route I'm taking - I'll update with my progress in 5 years or so