I am a seventeen year old game designer who is looking to break into the field. I have experience and I am starting a project on Kickstarter to raise some money for project fees. I need to raise this money to cover things like Visual Studio Pro, a Mac, in order to release iPhone games, etc. I don't have a url for my Kickstarter project yet because they haven't green lighted it yet. I am simply trying to build enthusiasm and possibly sway people to my side.
You're seventeen, you should slow down and think about what you are doing. For one, money is not necessary at this point. Second, why would anybody want to fund an unknown underage developer with no proven track record? You need to get something done that you can show potential backers.
At most, for an iPhone project, you should only need $99, and that's after you actually have a product to ship! Instead of Visual Studio Pro, use Visual Studio Express; instead a buying a Mac, visit your local community college or university and see if there are any available. By the way, if you are developing iPhone games, you can use XCode, a free Mac IDE.
If you want to "sway people" to your side, then a better plan of action is a necessity.
Denzel Morris (@drdizzy):: Software Engineer :: SkyTech Enterprises, Inc. "When men are most sure and arrogant they are commonly most mistaken, giving views to passion without that proper deliberation which alone can secure them from the grossest absurdities." - David Hume
"I'm starting a company" is not a Breaking In topic - it's a Business topic, so I moved this to the Business forum.
I don't recommend starting a company before even making a game, but I'm sure you'll learn a lot that way.
My recommendation is to make games, not companies. Until you've got a business plan.
jniblick, what you need more than anything is a Business Plan. (If you're starting a Company.) Figure out how or where you will sell your games, and how you will market them. Then figure out what games you'll make, and how much you'll be spending to make the games. Work out all the Business stuff on paper first. (If you're starting a Company.) Note that I say "games," not "game." One game is not a business.
-- Tom Sloper Sloperama Productions Making games fun and getting them done. www.sloperama.com
Please do not PM me. My email address is easy to find, but note that I do not give private advice.
If you can't afford the specific Apple hardware and development fees (and no one is going to buy you a Mac just because you want to be yet another IPhone developer), another possibility is to pick a platform that doesn't require you to pay for the privilege of releasing for it, and which you can do development on the computer you have (assuming you have one, at least).
By far the biggest costs (AFAICT) for game development would be covering your and others' salaries until the game is done. If you're doing this in your spare time, then don't worry about money - just get started coding. Free tools like Visual Studio Express are great. Work on whichever development platform you have or can afford. If you can afford an IPhone, you can't be *that* strapped for cash when it comes to basic tools