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The Unsustainability of Starting in Independent Game Development
Retronator | 2:20 AM on 02.02.2012 5 comments


You know what gets me down? The fact that it’s hard or impossible to start from zero, make games, sell them and earn enough to cover your next one.

It all comes down to this graph from an interesting survey on iOS gamedev:



“What is really interesting to me is that developers do seem to generate more revenue over time (on average). This should be encouraging if you really want to make games, but your first game was a flop. Fear not! 50% of developers who have only released one game made under $500 on that game. However, the more games developers had released, the more per-game average revenue they seem to generate.”

Fear not? This looks motivating, but it really is scary as shit. What it means is that what I’ve always dreamed of — starting from zero, doing what I love and slowly making my way up — is impossible (unless you’re lucky and you hit a jackpot app right off the bat). Why so? Because it’s impossible to make a game on a $500 budget. It’s still hard to make a game with a $5,000 budget, which is as much as you can realistically expect for each of your first five games, but at least we’re getting somewhere. If you’re really frugal, you might be able to live on it for 4-5 months in an European capital. Or move to the third world and get twice as much time to make your game with that money. Or live with your parents.

It just doesn’t pay off enough. If you want to make games for a living, you have to start off with something else to get the initial savings up and have a big enough reserve, to get you through the first few releases that probably won’t cover your expenses. And that fucking sucks!



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5 comments | showing # 1 to 5
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mmmpek's Avatar - Comment posted on 02/02/2012 05:20
mmmpek
As someone who helps develop iOS games I'm actually not that disheartened by this. It looks pretty accurate in terms of how much our games have made so far. But I think with decent marketing etc you could have a totally different graph happening. I think if making iOS games can only become your primary source of income once you become successful, until then, you definately needs another career on the side!
CormactheMac87's Avatar - Comment posted on 02/02/2012 07:21
CormactheMac87
In becoming an entrepeneur there is always an element of risk and often requires investment, a lot coming from your own pocket. This holds true in nearly all sectors of industry so I cant say im surprised gaming is not different.
hushlorentz's Avatar - Comment posted on 02/02/2012 10:08
hushlorentz
Over the last year I worked part time at a sandwich shop and coded by night. It was slow going, but the game is finally finished and waiting for Apple to approve our contract for sale. My girlfriend and I adjusted our lives so I could follow my dream and it has been tough at times. We've been living on a really tight budget, but it has been do-able. We don't have any kids or a car or anything like that which helps. A great thing to come out of this is figuring out how to live simply. Our game doesn't need to become a super hit for me to keep going, although it does have to sell a small minimum number of copies.

So yeah, you'll probably need a day job at first and then follow your passion for making your dream game at night! If nothing else, you'll have something shiny to show employers in job interviews if it doesn't do so well. :D
TheManchild's Avatar - Comment posted on 02/02/2012 12:20
TheManchild
Isn't this basically the case with any acquired skill, though?

These things don't just happen overnight or something. And if you are really interested in making games, the very very LAST thing you should be considering is how it will affect your pocket book. It's like becoming a filmmaker and hoping to make a Hollywood blockbuster. It's just as unrealistic for many people. It's a shame maybe, but that's just the way it goes.
Retronator's Avatar - Comment posted on 02/10/2012 03:34
Retronator
Thanks for sharing your thoughts everyone! We just have to stay in there and keep kicking. I often ask myself (and other people too), if you got all the money in the world right now, would you keep doing what you're doing? Even if our two next games both flop and I have to go code on contract or whatever other "real job", I'm going to keep making games, because it's simply what I love and want to do. So I guess in the end it comes down to this and if this is really your thing, you'll persevere and come to the end, while the rest give up.
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