Great post, Tyler!
Karma always keeps score
Age 34, Male
Joined on 9/28/08
Great post, Tyler!
I think it's important to mention that anyone starting game dev should expect to work for free for a couple of years while their skills improve. Your first few games will be terrible, and it'll take a bit of practice before you make anything people will actually want to buy or publishers would want to sponsor. You might get lucky if you make something super fun, but you shouldn't count on it.
I've been very lucky lately with Epic Battle Fantasy 4's success on Steam. The game didn't get any press coverage, no major YouTubers mentioned it, I didn't show it off at any events, the Steam version had no publisher, and most of the game was available for free for a year before it came out on Steam. And yet somehow it sold great with 98% positive reviews. I don't get it. I may have to write a blog about it at some point and take some guesses as to what happened there. I think it's mostly down to having a big fan-base to get the sales started, and then Steam's recommendation algorithms carrying it on from there.
*shrugs*
Yeah, I was trying to imply that with my story of not expecting anything at first. I should probably make it more clear.
That's pretty interesting how everything worked out. I'd like to see a post about it. Doing good work is #1, it would seem.
'Even if you hate Let's Players, remember: they can be a valuable tool in drawing eyes to your games.'
You're so right, let's players are all tools huehuehue
All jokes aside, this was very insightful. I hope to make a game at least once and it's posts like these I will have to hold on to and remember. I'm really suprised that people still don't get they need to build up an audience first in order to amount anything really. They throw stuff on youtube and get 2 views, when they could start here and grow first then move over to wherever they feel like.
i feel like every person named Tyler ever ends up as a game dev.
i will devour all other tylers and gain their powers
that jump from amateur/hobbyist to paid profesh is a really confusing one. congrats on being able to bridge that gap, and thanks for giving your advice out to the community. i think there's always an air of secrecy about these things in indie communities, game or otherwise. talking about money and how to make it seems to be taboo when it comes to 'art' stuff for some reason, as if talking about that ka-ching ka-ching invalidates your work. feels like keeping it secret will just screw over the whole community in the longrun, and everyone'll end up as underpaid starving-artists.
Yeah, its silly its a secret to many. I don't think its a secret on purpose though; talking about money is such a taboo subject for some reason. Hopefully more conversations like this change that.
It's getting harder and harder to make good $ on Steam (the golden age is over). Finding a publisher is good, but only certain genres (it seems) make the bigger bucks. Though some staple genres are pretty much guaranteed a certain # of sales: https://medium.com/steam-spy/some-things-you-should-know-about-steam-5eaffcf33218#.qajlk0jbb
Best way to bust out though is, as you said, building a fan base and following. I wish I had been more consistent with my brand and interlinking all my stuff when I was starting out (and now) - Originality is also a huge plus for getting attention rolling on Steam. Edmund wrote a really good article covering a lot of good advice for upcoming indies:
http://www.gamasutra.com/view/news/117521/Opinion_Indie_Game_Design_Dos_and_Donts_A_Manifesto.php
Interesting reads. I like that medium article a lot; lots to think about.
I am absolutely loving these posts dude ^_^ Please keep them coming! I'm really interested about the whole Publisher process and everything that entails. You didn't mention it in your post (although you did say you would talk more on it in the future) but I was under the impression that some Publishers want to own your IP for backing you. I have no idea if that is true at all though....thus why you should elaborate on Publishers in a future post haha :)
Glad you like!
Hmm yeah, i'll talk about that in another post.
Challenging me to a fight eh? Bold move. Though I guess you've never met me in real life, so I can see why you might not think that's a bad idea.
Sounds like a yes to me. See you in the cage
What are the current options for ad revenue currently? I just Google it and found out you can use AdSense in flash, couldn't understand if its for developers or flash sites.
I'm sure there are tons of options but Newgrounds (served through CPMstar) ads are pretty decent from my experience. You can also use the system FGL.com has. I haven't used that so I can't vouch for it.
Thanks for the awesome info Tyler! I've always wanted to get into game design but it's a big beast to tackle. But reading your post makes it seem more doable!
you should do it!
I don't know how to read but your post looks like it was structured well or something.
You read my thoughts! I play such games and teach my brother to do the same. He's newer and just plays slots like 777spinslot or smthng similar, but I hope once he'll began earn a lot of money
I prefer the gambling. It doesn't make me so nervous as gaming and you don't need to get the perfect videocard, so I go to https://www.azartlist.com/casino/playojo-casino sometimes to get ten dollars or more.
ZJ
I gotta say, brother, I give you all the props in the world for living off that type of income. I'd be terrified to think that my way of life financially was based on factors like people like Markiplier and if people clicked ads for CookieCutterGames.com in my work. I'm not being sarcastic, either. I'm so anal that if I had to do that shit, I'd be up all night worrying.
Tyler
Haha it's not that bad or desperate. LPs and ads dont come anywhere close to bringing in money like the other options, thankfully. Otherwise I would be off to trade shows to blow all the lets players!