• Advertisement
Sign in to follow this  

Financial Solo game development as feasible profit-oriented business?

Recommended Posts

Hi guys,
I'm junior engineer and I have one goal in mind: I'd like to beat my current net salary (40-60k)  in the time frame of 24 months, by starting a solo part-time business, which would over time hopefully grow into full-time activity. Let me point out that the business would be primarily profit-oriented, which means that the 1st priority is to generate targeted amount of income, followed by "doing what I like to do".
I have thought about game development being one possible business to achieve my goals. And before you jump on me that I'm trying to do something without any experience,  I'm able to tell you, that I'm not entirely unexperienced in the field of game development. In fact, As a hobbyst I have developed handful number of small flash games, covering the art, programming, game design and sound production by myself, so the whole idea - at least from the standpoint of implementation of a small 2D game - might not be that much of wishful thinking. In addition, during my studies I was also developing C# apps in the scope of enterprise solutions, in order to earn some pocket money. 
In regards to game development I have done some googling, which suggested, that game development market is business-wise, almost the same as music production market - overly saturated, high entry barrier, high probability to fail, and for most of the producers, a mediocre payment accordingly to requirements. In business terms, this might be labelled under high-risk/low-reward business. Or in other words,in game development I might have as much chanches to earn 40-60k NET a year as I would have in music production.
What is your consensus about this?

CLIFFS OF THREAD:

If you are solely profit oriented, avoid the game dev business like the plague. /thread[background=#ffffff] [/background]

Edited by 2cents

Share this post


Link to post
Share on other sites
Advertisement

Sure, you stand about as much chance of netting $60k/a as a solo game developer/entrepreneur with little to no applicable experience as you would as a pro musician, pro sports player, or pro actor in the same boat.

I mean, you know, you might have played on your high school football team, tossed a ball around with some friends every day after school, own at least 3 Nikes, and watch Sunday Gridiron Shouty Extravaganza religiously for years making better calls than the coaches down on the sidelines, so the NFL should be offering you a contract as a starting quarterback, yes?

I guess it would be better to invest my time and effort anywhere else, but in game dev. Maybe I should go scam multi billion dollar off-shore oil companies with a black box solution, which can detect and locate a pool of oil just by pressing a red button.  

Edited by 2cents

Share this post


Link to post
Share on other sites

My advice is, keep your day job and spend your free time to make a game. This way you can see just how much your skills as a developer is worth, without risking it all.

I'd never quit my job without having a reliable business running first. That would be some seriously risky shit.
 

Games have very low entry barrier, all you need is a engine and you can get great ones for free. Because of this it's even more saturated than the music production. practically anyone can make a game and upload it to a online store these days.

Yes, and this is why there is so many games most of them being plain rubbish. But what I actually meant is, that for a game product, the requirements to meet some kind of industry standard and to be realistically competitive, are high:

1. game has to be working and functional. Apparently 90% of dev already fail here.
2. game has to have quality and polished graphics. No polished art and developer have just increased risk of multiple fold that game won't sell (I can tell you personally, that when I see cheesy graphics, I run for the hills)
3. game has to be fun. Not a fun game is not a game. It's a boring app without purpose. This is probably the most important element of a game product, and as you can guess, it cannot be derived analytically. So even if a developer fullfills points 1 and 2, which is already an achievent, ship will sink if the game is not fun.For instance, when I was developing business application in .net, client didn't give a damn how it looked neither how fun was it. All what he cared was that it solves a problem and therefore is functional. So in case of programming business apps, only point 1 has to be fullfilled.

Edited by 2cents

Share this post


Link to post
Share on other sites

Generally I would say that you are unlikely to set up a solo studio and make that kind of money without several years of development, and a couple of game releases - For one, the first game you work on will if you are aiming for a well designed game take like a year or so if you contract out artwork etc, but then youre paying for the art in the game (which can be pretty costly). Of course if youre good you can do the art yourself. Audio - Contract out or do yourself?

I mean I have friends who run an Indie studio, they were a couple when they started it and now about 2 years down the line they are making (between them) around 25 - 30k will a game released on steam and a second game being worked on, though most of their income is from freelance contract work still.

On the other hand, I work making business applications for a company, earn more and have pretty good career growth prospects ahead so likely for a fair while I will continue to earn more, just from a job and whether they hit the same income or not remains to be seen.

Basically, it is possible to earn that from a solo studio, though its fairly unlikely and will most likely take a long time to build up a reputation as a studio for having fun / good quality games unless you happen to strike a goldmine idea that people love.

Share this post


Link to post
Share on other sites
If you're an extremely talented game designer (most people are not) and a somewhat talented programmer, know a somewhat talented artist willing to partner up with you, both have enough savings to pay living expenses for a year plus marketing costs, and are able to network with publishers / leverage existing relationships, then you have a shot at making two above-average gamedev salaries.

I know a total of two people in that boat, and a lot of other people making way less than their living expenses, forced to work as contractors or full time to make ends meet.

Share this post


Link to post
Share on other sites
so without teaming up, having an actual talent and spending 6months of net time for a product and possibly sell it on a more promising platoform like steam, I can forget about my goals. Case closed. I knew that the odds were bad, but despite I got surprised.

Nevertheless, could you suggest me some fields which may be more prospective and realistic to achive the goals outlined in the OP? Edited by 2cents

Share this post


Link to post
Share on other sites

I can't think of anything legal that could get you a $40k salary working solo where you didn't already have a high level of skill to begin with. Maybe you could spend the 2 years building your skill in some area that isn't particularly glamorous and therefore full of hobbyists.

Share this post


Link to post
Share on other sites

Solo devs without commercial experience can still make hits (and big money) but it's more like playing the lottery than a business plan. If that's your passion, then you can stick with it for several years of hobby time... and if it flops, hey, it's just a hobby.

I'd recommend staying with salaried jobs until you gain more experience, to the point where people would be willing to hire you as a freelancer based on your CV, or you honestly look around your workplace and can say "I can do this better by myself".

I know some inexperienced indie gamedevs locally who probably make around $40k as freelancers, but that requires a lot of networking / embedding yourself into an indie "scene" IRL so that people are aware of your service (like any business: marketing is essential to create a market for your product), and requires a great dash of luck.

You could make some kind of niche gamedev tool, and sell it or do a crowdfunding campaign to finish it. e.g. Sprite lamp comes to mind, which raised over $20k USD in funding... Throw in after-crowdfunding sales and a bit of freelancing and the author might've been able to claw himself up to $40k USD/year...

That path would probably require a shitload of prototyping of loads of ideas, in a quest for something truly innovative and exciting... which you should probably do while salaried, and then make the decision to start a business once you've struck gold.

Share this post


Link to post
Share on other sites

As many others have pointed out: If you are solely profit oriented, avoid the game dev business like the plague.

Not because you cannot make a ton of money in it... many studios are HIGHLY successfull! But these most of the time are bigger shops and have been in the business for decades before becoming highly successfull.

Not because you couldn't become BILLIONAIRE (see Notch, altough he technically wasn't a lone Indie) as a single individual. But then even the ones much less successfull needed a streak of luck to achieve the success they had similar to winning the lottery.

 

The big question is: Why? Why would you do this to you, try to force your luck in the game dev business if really all you are interested in is improving your salary? When you can easely climb the ladder in the corporate IT world and make double what you make today with a decent senior job in the right company, even before you go up the management ladder.

Is this a fun career? Well, depends on what you call "fun"... then again, developing games for a living is also not just "fun and games", and really, at some point MOST people have to decide wheter they want to maximize profit or the "fun factor" in their professional career... not many people achieve making millions by surfing at hawaiian beaches for a living, and the ones that do only do so with hard work AND a ton of luck. Unless want to bet on your luck, your hard work is better spent in a less high risk / low reward environment.

 

Only try to get into game development professionally if you REALLY think you will enjoy working on games way more than working on business software or filling out financial spreadsheets, to the point you would accept a paycut and worse working conditions just for that.

And lets not forget, building up your own company often takes 5+ years just to start making a profit, and is by far not the quickest way to start rake in more cash.

 

My 2cents as someone not working in games, but as a longtime hobby dev with a interest in everything about game development

Edited by Gian-Reto

Share this post


Link to post
Share on other sites

As many said, creating games on your own just to make profit is quite hard and risky, especially since there are quite a few large companies focused on just that. 

An alternative solution could be to create prototypes of games, and try to sell them to the aforementionned companies. But for it to work, you'd need to prove to the company that your concept can work. If it's an existing concept, then they probably won't need to buy yours, since it's already out there, and they can just adapt it to their games in a different enough way to ensure they don't get sued.

There is a really interesting talk from Jake Birkett, founder of Grey Alien Games, who makes game almost on his own, and talks about his experience, and how he makes a kind of living out of it: http://greyaliengames.com/blog/the-no-hit-wonder-my-gdc-2016-talk/ 

If I were you, I would focus more on finding out what is the one thing I dream of doing, and then looking at how to do it and monetize it, and make good profit out of it. It is not going to be an easy path (it's actually quite hard and scary), but from my experience, it's the best way to ensure you are consistently enjoying what you do, and it's then that you become the most efficient when working (since it no longer feels like working).

Share this post


Link to post
Share on other sites

Maybe it is a profit oriented. But single only development will be use so much time. We wanna be a little comand, but when developments starts we all need more men

Edited by Tom Sloper
apparent recruitment wording deleted

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Bokchee 88
      I am animator by hard, and i am doing game animation for at least 8 years so far. During the last 2 years, i came with a idea for game and maybe some day, i want to start indie game company. As i am thinking to start game company, i am also thinking what kind of value i can give to the company. For example, am experience in animation,sales(I was selling web development services, before i jumped to gaming), bit of rigging- just not for production, i am learning on the side as well. The rest of the gaming production, like modeling, concept art, texturing, i am total noob or to say better, i am no near interest to do modeling for example, don't have such a patience to do it. But before characters and things are made for animating, what the hell i am would do?
      Also, what is the ideal size of the founding team of a game company? Positions to be filled mostly are, Concept artist, Modeler/Texture artist, programmer, animator-rigger. And later would need more people to join, like more animators, programmers, sound, fx,etc.
       
      And lastly, do i need to have something,like a prototype, to show people and get them interest, or should i ask someone i know, for skill that i lack, for example, Modeling would be great, texturing and rigging, and to start all together from scratch?  
    • By Philomena Schwab
       
       

      On the 2nd of November 2017 we launched a Kickstarter campaign for our game Nimbatus - The Space Drone Constructor, which aimed to raise $20,000. By the campaign’s end, 3000 backers had supported us with a total of $74,478. All the PR and marketing was handled by our indie developer team of four people with a very low marketing budget. Our team decided to go for a funding goal we were sure we could reach and extend the game’s content through stretch goals. The main goal of the campaign was to raise awareness for the game and raise funds for the alpha version.
       
      Part 1 - Before Launch
      Is what we believed when we launched our first Kickstarter campaign in 2016. For this first campaign, we had built up a very dedicated group of people before the Kickstarter’s launch. Nimbatus also had a bit of a following before the campaign launched:
      ~ 300 likes on Facebook
      ~ 1300 followers on Twitter
      ~ 1000 newsletter subs
      ~ 3500 followers on Steam
      However, there had been little interaction between players and us previous to the campaign's launch. This made us unsure whether or not the Nimbatus Kickstarter would reach its funding goal.
      A few weeks prior to launch, we started to look for potential ways to promote Nimbatus during the Kickstarter. We found our answer in social news sites. Reddit, Imgur and 9gag all proved to be great places to talk about Nimbatus. More about this in Part 3 - During the campaign.
      As with our previous campaign, the reward structure and trailer were the most time-consuming aspects of the page setup. We realised early that Nimbatus looks A LOT better in motion and therefore decided that we should show all features in action with animated GIFs.
      Two examples:

       

      In order to support the campaigns storytelling, “we built a ship, now we need a crew!”, we named all reward tiers after open positions on the ship.


       
      We were especially interested how the “Navigator” tier would do. This $95 tier would give backers free digital copies of ALL games our company EVER creates.

       
      We decided against Early Bird and Kickstarter exclusive rewards in order avoid splitting backers into “winners and losers”, based on the great advice from Stonemaier Game’s book A Crowdfunder’s Strategy Guide (EDS Publications Ltd. (2015). Their insights also convinced us to add a $1 reward tier because it lets people join the update loop to build up trust in our efforts. Many of our $1 backers later increased their pledge to a higher tier.
      Two of our reward tiers featured games that are similar to Nimbatus. The keys for these games were provided by fellow developers. We think that this is really awesome and it helped the campaign a lot! A huge thanks to Avorion, Reassembly , Airships and Scrap Galaxy <3
       
      Youtubers and streamers are important allies for game developers. They are in direct contact with potential buyers/backers and can significantly increase a campaign’s reach. We made a list of content creators who’d potentially be interested in our game. They were selected mostly by browsing Youtube for “let’s play” videos of games similar to Nimbatus. We sent out a total of 100 emails, each with a personalized intro sentence, no money involved. Additionally, we used Keymailer . Keymailer is a tool to contact Youtubers and streamers. At a cost of $150/month you can filter all available contacts by games they played and genres they enjoy. We personalized the message for each group. Messages automatically include an individual Steam key. With this tool, we contacted over 2000 Youtubers/Streamers who are interested in similar games.
      How it turned out
      - About 10 of the 100 Youtubers we contacted manually ended up creating a video/stream during the Kickstarter. Including some big ones with 1 million+ subscribers.
      - Over 150 videos resulted from the Keymailer outreach. Absolutely worth the investment!

      Another very helpful tool to find Youtubers/Streamers is Twitter. Before, but also during the campaign we sent out tweets , stating that we are looking for Youtubers/Streamers who want to feature Nimbatus. We also encouraged people to tag potentially interested content creators in the comments. This brought in a lot of interested people and resulted in a couple dozen videos. We also used Twitter to follow up when people where not responding via email, which proved to be very effective.
      In terms of campaign length we decided to go with a 34 day Kickstarter. The main reason being that we thought it would take quite a while until the word of the campaign spread enough. In retrospective this was ok, but we think 30 days would have been enough too.
      We were very unsure whether or not to release a demo of Nimbatus. Mainly because we were unsure if the game offered enough to convince players in this early state and we feared that our alpha access tier would potentially lose value because everyone could play already. Thankfully we decided to offer a demo in the end. More on this topic in Part 3 - During the campaign.
      Since we are based in Switzerland, we were forced to use CHF as our campaign’s currency. And while the currency is automatically re-calculated into $ for American backers, it was displayed in CHF for all other international backers. Even though CHF and $ are almost 1:1 in value, we believed this to be a
      hurdle. There is no way to tell for us how many backers were scared away because of this in the end.
       
      Part 2: Kickstarter Launch

      We launched our Kickstarter campaign on a Thursday evening (UTC + 1) which is midday in the US. In order to celebrate the launch, we did a short livestream on Facebook. We had previously opened an event page and invited all our Facebook friends to it. Only a few people were watching and we were a bit stressed out.

      In order to help us spread the word we challenged our supporters with community goals. We promised that if all these goals were reached, each backer above $14 would receive an extra copy of Nimbatus. With most of the goals reached after the first week, we realized that we should have made the challenge a bit harder.
      The first few days went better than expected. We announced the Kickstarter on Imgur, Reddit, 9gag, Instagram, Facebook, Twitter, in some forums, via our Newsletter and on our Steam page. If you plan to release your game on Steam later on, we’d highly recommend that you set up your Steam page before the Kickstarter launches. Some people might not be interested in backing the game but will go ahead and wishlist it instead.
       
      Part 3: During The Campaign

      We tried to keep the campaign’s momentum going. This worked our mostly thanks to the demo we had released.
      In order to download the Nimbatus demo, people needed to head over to our website and enter their email address. Within a few minutes, they received an automated email, including a download link for the demo. We used Mailchimp for this process.

       
      We also added a big pop up in the demo to inform players about the Kickstarter.

      At first we were a bit reluctant to use this approach, it felt a bit sneaky. But after adding a line informing players they would be added to the newsletter and adding a huge unsubscribe button in the demo download mail, we felt that we could still sleep at night.
      For our previous campaign we had also released a demo. But the approach was significantly different. For the Nimbatus Kickstarter, we used the demo as a marketing tool to inform people about the campaign. Our previous Kickstarters’ demo was mainly an asset you could download if you were already checking out the campaign’s page and wanted to try the game before backing.
      We continued to frequently post on Imgur, Twitter, 9Gag and Facebook. Simultaneously, people streamed Nimbatus on Twitch and released videos on Youtube. This lead to a lot of demo downloads and therefore growth of our newsletter. A few hundred subs came in every day. Only about 10% of the people unsubscribed from the newsletter after downloading the demo.
      Whenever we updated the demo or reached significant milestones in the campaign, such as being halfway to our goal, we sent out a newsletter. We also opened a Discord channel, which turned out a be a great way to stay in touch with our players.
      We were quite surprised to see a decent opening and link click rate. Especially if you compare this to our “normal” newsletter, which includes mostly people we personally met at events. Our normal newsletter took over two years to build up and includes about 4000 subs. With the Nimbatus demo, we gathered 50’000 subs within just 4 weeks and without travelling to any conferences.
       


      (please note that around 2500 people subscribed to the normal newsletter during the Kickstarter)
      On the 7th day of the campaign we asked a friend if she would give us a shoutout on Reddit. She agreed and posted it in r/gaming. We will never forget what happened next. The post absolutely took off! In less than an hour, the post had reached the frontpage and continued to climb fast. It soon reached the top spot of all things on Reddit. Our team danced around in the office. Lots of people backed, a total of over $5000 came in from this post and we reached our funding goal 30 minutes after hitting the front page.

       
      We couldn’t believe our luck. Then, people started to accuse us of using bots to upvote the post. Our post was reported multiple times until the moderators took the post down.
      We were shocked and contacted them. They explained that they would need to investigate the post for bot abuse. A few hours later, they put the post back up and stated to have found nothing wrong with it and apologized for the inconvenience. Since the post had not received any upvotes in the past hours while it was taken down it very quickly dropped off the front page and the money flow stopped. While this is a misunderstanding we can understand and accept, people’s reactions hit us pretty hard. After the post was back up, many people on Reddit continued to accuse us and our friend. In the following days, our friend was constantly harassed when she posted on Reddit. Some people jumped over to our companies Twitter and Imgur account and kept on blaming us, asking if we were buying upvotes there too. It’s really not cool to falsely accuse people.
      Almost two weeks later we decided to start posting in smaller subreddits again. This proved to be no problem. But when we dared to do another post in r/gaming later, people immediately reacted very aggressive. We took the new post down and decided to stop posting in r/gaming (at least during the Kickstarter).
      After upgrading the demo with a new feature to easily export GIFs, we started to run competitions on Twitter. The coolest drones that were shared with #NimbatusGame would receive a free Alpha key for the game. Lots of players participated and helped to increase Nimbatus’ reach by doing so. We also gave keys to our most dedicated Youtubers/streamers who then came up with all kinds of interesting challenges for their viewers.
      All these activities came together in a nice loop:
      People downloaded the Nimbatus demo they heard about on social media/social news sites or from Youtubers/Streamers. By receiving newsletters and playing the demo they learned about the Kickstarter. Many of them backed and participated in community goals/competitions which brought in more new people.

       
      Not much happened in terms of press. RockPaperShotgun and PCGamer wrote articles, both resulting in about $500, which was nice. A handful of small sites picked up the news too. We sent out a press release when Nimbatus reached its funding goal, both to manually picked editors of bigger sites and via gamespress.com.

       
      Part 4: Last Days
      Every person that hit the “Remind me” button on a Kickstarter page receives an email 48 hours before a campaign ends. This helpful reminder caused a flood of new pledges. We reached our last stretch goal a few hours before our campaign ended. Since we had already communicated this goal as the final one we withheld announcing any further stretch goals.

       
      We decided to do a Thunderclap 24 hours before the campaign ends. Even after having done quite a few Thunderclaps, we are still unsure how big of an impact they have.
      A few minutes before the Kickstarter campaign was over we cleaned up our campaign page and added links to our Steam page and website. Note that Kickstarter pages cannot be edited after the campaign ends!
      The campaign ended on a Tuesday evening (UTC + 1) and raised a total of $75’000, which is 369% of the original funding goal. After finishing up our “Thank you” image and sending it to our backers it was time to rest.

       
      Part 5: Conclusion
      We are very happy with the campaign’s results. It was unexpected to highly surpass our funding goal, even though we didn’t have an engaged community when the campaign started. Thanks to the demo we were able to develop a community for Nimbatus on the go. The demo also allowed us to be less “promoty” when posting on social news sites. This way, interested people could get the demo and discover the Kickstarter from there instead of us having to ask for support directly when posting. This, combined with the ever growing newsletter, turned into a great campaign dynamic. We plan to use this approach again for future campaigns.
       
      Growth
      300 ------------------> 430 Facebook likes
      1300 -----------------> 2120 Twitter followers
      1000 -----------------> 50’000 Newsletter signups
      3500 -----------------> 10’000 Followers on Steam
      0 ---------------------> 320 Readers of subreddit
      0 ---------------------> 468 People on Discord
      0 ---------------------> 300 Members in our forum
       
      More data
      23% of our backers came directly from Kickstarter.
      76% of our backers came from external sites.
      For our previous campaign it was 36/64.
      The average pledge amount of our backers was $26.
      94 backers decided to choose the Navigator reward, which gives them access to all games our studio will create in the future. It makes us very happy to see that this kind of reward, which is basically an investment in us as a game company, was popular among backers.
       
      Main sources of backers
      Link inside demo / Newsletter 22’000 Kickstarter 17’000 Youtube 15’000 Google 3000 Reddit 2500 Twitter 2000 Facebook 2000  
      TLDR:
      Keymailer is awesome, but also contact big Youtubers/streamers via email. Most money for the Kickstarter came in through the demo. Social news sites (Imgur, 9Gag, Reddit, …) can generate a lot of attention for a game. It’s much easier to offer a demo on social news sites than to ask for Kickstarter support. Collecting newsletter subs from demo downloads is very effective. It’s possible to run a successful Kickstarter without having a big community beforehand.  
      We hope this insight helps you plan your future Kickstarter campaign. We believe you can do it and we wish you all the best.
       
      About the author:
      Philomena Schwab is a game designer from Zurich, Switzerland. She co-founded Stray Fawn Studio together with Micha Stettler. The indie game studio recently released its first game, Niche - a genetics survival game and is now developing its second game Nimbatus - The Space Drone Constructor. Philomena wrote her master thesis about community building for indie game developers and founded the nature gamedev collective Playful Oasis. As a chair member of the Swiss Game Developers association she helps her local game industry grow.
      https://www.nimbatus.ch/
      https://strayfawnstudio.com/
      https://www.kickstarter.com/projects/strayfawnstudio/nimbatus-the-space-drone-constructor
       
      Related Reading:
      Algo-Bot: Lessons Learned from our Kickstarter failure.
    • By Lightness1024
      It's not really related to gaming, but many games nowadays include an economy a la second life, with their own token/coin and downloadable contents. There even exists a token that has been designed just for games: enjin coin
      I personally don't believe in this, I think we should have a unified currency that has so much volume that the value becomes stable. fragmenting currencies into 3000 coins like today creates volatility.
      I thought there were so many problems in general with cryptocurrencies I had to write a long rant, I made a full fledged article about issues here:
      https://motsd1inge.wordpress.com/2018/02/10/cryptocurrencies-not-there-yet/
      So, 'd love to hear your thoughts about its content and if there are points you disagree and stuff.
    • By Scouting Ninja
      One thing I have noticed a lot is people complaining about adverts, saying that it's ruining the game experience. Research based on my own statistics from my games; numbers are rounded and from when the game was at peak.
      Stats:
      The question I have is should I even bother to add adverts into the game this time?
      Last time I used the money from the adverts to pay for advertising my own game, this time I have someone for marketing. If this game gets double the players(1000 000 downloads needed) I could be seeing $500- $600 a month from the adverts, that is actually not bad.
      Without adverts I could also get more happy players, this could mean more sales from micro transactions. Including the adverts later when I have more players is a bad idea, I have seen games crashing down in popularity because of things like this. If I am going to have adverts in game it should be there from the start.
       
      All in all, there is as much argument for me to include advertising in my games as against it.
    • By RetroBilly
      I've attempted to build a game engine in the past and eventually realized that was a lot more work than I would ever have time to finish. Went to college and started working fulltime as a software developer which ate up all my time. I eventually had some money saved up and just decided I would quit my job and focus on building a game in Unity3D. I managed to make a significant amount of progress and almost have a playable game, however, I ran out of money and had to start working again... SInce then I haven't had time or the drive to start working on the game again and it's just sitting there in its partially complete state collecting dust.

      Has anyone been able to build a successful game while working a full-time job? If so, how did you do it?
  • Advertisement