Re:What they don't tell you about being a game developer
by RyanZAG on Friday November 23, 2012 @12:38PM
(#4822978)
Awesome stuff. I'm actually in exactly the same position on you - been making a game part time and funding it with contracting work.
Agreed on the fickle idea, as well as trying gameplay that a normal studio would never touch as it's not been proven. All I can say is keep up the effort - if its enjoyable and interesting then it will succeed. Looking forward to seeing the completed product, and I wish me, you and everyone else pushing out interesting Indi games massive luck!
When I was 20, I actually had a chance to work on MechWarrior 3. After the interview process, I decided to run very, very far away and to never consider it.
I'm 30 now, and actually have been working on a game for the better part of 8 months. My mindset is that it's a hobby that has a small chance of making enough money to live on, but I've set things up to ensure I can actually dedicate real amounts of time to it periodically. Rather that quit my day job, I moved into the consulting business (thanks to folks like patio11) to provide a financial runway for what I would prefer doing (making video games). Right now the balance is 7 months full-time consulting, 5 months making video games. However, (again, thanks to patio) I know I'm undercharging and as I'm able to raise my rate that will shift more to 5/7 or 4/8 over the next 18 months. I already have customers waiting in the pipeline that are willing to pay the new rate as soon as I'm available.
Oddly enough, my current customer is a AAA video game studio, and I've a few friends in the industry as well (also mostly at AAA studios). Personally I couldn't deal with the idea of surrendering so much creative input. There's also the fact that they literally can't pay me enough to work there. I will say that by and large the industry is filled with a tremendously nice group of passionate folks, but I "wouldn't want to live there".
It's a fickle market though, which is why I decided to mitigate the financial risk of financially unsuccessful projects by funding it with a consulting day job. The consulting affords the video game making. For me, the financial risk would've been real. I'm developing on a platform that's not taken seriously, with an art style that might put off hardcores, but with hardcore gameplay and a simple monetization strategy (you buy the app. There'll be some expansion packs, but that's it) and no IAP currency nonsense. Things a normal studio would never dare try.