The median revenue per developer per month is an indicator of profitability and probably a better metric to decide the right team size.
So if you look at figure 7b, the sweet spot seems to be a team size of 6 to 9 people (where the median revenue per developer per month is $550 to $820. In contrast, the median revenue per developer per month for 10 to 19 person teams is $320 - $620).
If you can hire 19 people, you should probably split them to run two projects of 6-9 people each. :-]
If you consider what a capable developer can bring in just in salary in a month you realize what a ridiculous chicken-scratch game this is. Making indie apps may be fun but it's a dumb way to try to earn money.
Well count me in for somewhere between #3 and #9 then :-P
Yeah, one is truly a lonely number especially when you consider there needs to be game design, art, sound, music AND code.
Luckily, we've found that if you start, Fate will lend you a hand and deliver some needed help.
As a single indie dev, I couldn't agree more. It can be a long road! Games (as opposed to say, utilities) are challenging because of the additional art/sound/creative requirements, IMO. And I think one important reason for why > 1 is better is that two founders can push each other along when times are uncertain (and they often are!)
That said, keeping momentum, coding away, and most of all greatly enjoying the process of creating something will really help you.
Re:Results: iOS Game Revenue Survey
by pagekalisedown on Wednesday September 28, 2011 @11:39PM
(#3051031)
Any idea where a lone programmer can go to find other people to work with on a project?
From this it would seem 10 to 20 person teams are the sweet spot for mobile game development.
Now I just need to find 9 to 19 more developers for my project :)