On top of start small I'd add: just finish it first. Maybe consider giving yourself a deadline. I got my first tabletop RPG supplement out last year because I signed up for (and got accepted into, horror of horrors) a table at a games/comics/arts festival. I had to go from idea to printed product in three months and worked my ass off in between my day job and taking care of my family to pull it off. But I did it and I am glad: finishing something has opened up my eyes to what's possible.
That being said I also took some time off of work last year to explore making games. There's a flourishing, inclusive indie developer community in my city and that was a real boon. However I'm still not sure how/if any of them make a living from their games.
Is it actually possible to aim your sights on a career in indie game development with all the responsibilities of a mortgage and family?
I want to do more games stuff but I foresee it being a hobby more than anything.
Most indie game devs i've met are unrealistically optimistic and think their game is going to be the next angry birds. (Very similar to most startup founders i've met).
Short answer: yes.
Long answer: yes, but only against the odds.
It takes a lot of consistent work, and not small amount of luck, to make net income in indie gaming. You have to treat it like the entrepreneurial venture it is, but you can succeed by the same virtues that work for other entrepreneurs. I recommend The Self-Publishing Podcast for plenty of actionable insight from three guys who actually make money writing self-published fiction (http://selfpublishingpodcast.com/).
Make the most MVP(G?) game that you can, and finish it, get it out there. Then start making improvements adding stuff, making it good. Just finish something and get it done and out there. So many people keep adding new features, trying to get it perfect before they release it, which they never end up doing.
My current plan is to move towards contracting work. Therefore, if there is time between contracts, instead of dwelling on loss of income, it essentially gives you time to work on your hobbies.
In your situation you'd need to ensure you are well ahead of your mortgage.
/gamedev cynicism
Before the iPhone, I can only imagine how hard it'd be for developers to handle the business side of building a game, e.g. purchasing, delivery, website hosting, etc.
Now a days you have multiple mobile app stores, Kickstarter, Greenlight, Humble Bundle, etc.
I always thought that the mantra about your first 10 games will suck was a way to take the pressure off you and get you to develop a game. The problem is that we psych ourselves out; we don't develop anything because we're too fearful about making a bad game, and we procrastinate, and we hem and haw and never develop anything.
And this is where I deeply agree with the author, and why I don't spend as much time reading articles as I once did: All of this is advice is probably right, in context. In the incredibly rich and impossible-to-convey context of the author's situation. Used outside of that context, it could be exactly the wrong advice.
It's like Soeren Kierkegaard said, you can't pass experience on through writing, it has to be lived.
Regardless of if you finish in time, you should still finish it. A finished bad game is a million times more impressive than an unfinished cool idea. You gain priceless knowledge and experience from just completing a project from beginning to end, so do it often - and of course the easiest way to do that is to just make a tiny, finishable project.
Once you make a tiny game, make a slightly larger one. Once you get to a multi-month project, you'll encounter the dreaded motivation gap. It's when the honeymoon period of "holy crap I have so many ideas" wears off, and you actually have to implement every detail. During this phase you will HATE working on the game, and if your life doesn't depend on it, then you will quit.
This gap separates people who like the idea of having made a big game versus the people who want to actually make a big game. I've seen so many people start so many cool projects, but never get over that hump because it's soooo unmotivating to do something you hate, making no visible progress, for the sole prospect of "it will be cool after I trudge through this another 5 months".
Once you get over that hump though, it gets super exciting again, because the end is in sight, and you're just polishing the game and adding in the cool features that were in your mind before, but couldn't add yet because the framework wasn't there. The only way past that hump is to have a really inspiring team that can inspire each other when they're down on motivation, or to have inhuman Carmackian drive, or to have your life depend on it.
At points I absolutely couldn't stand this project any more - and there's still a bunch I need to do it like:
- add some multiplayer functionality so it goes "viral" (in the smallest possible terms of course)
- add sounds and music!
- fix bugs (when it's paused it loses the OpenGLES context so on resume some stuff goes white. Some wierd errors reported on Sony Xperia devices).
- make the UI look not-shit. I'm not a designer and it shows, fortunately a friend of mine who is spent 5 minutes doing a redesign recently which looks incredible which I'm hoping to use soon. I spent forever trying to come up with something even half decent. Lesson learnt there - get someone else to do it if you can.
Still - at least I now have:
- a bunch of code I can reuse.
- WAY more experience and knowledge
[1] https://play.google.com/store/apps/details?id=com.simplyappe...
Therefore after a while, you'll have a pretty good game framework and that big game you were dreaming of will be that much easier.
I've only just started on the "aspiring indie" path the past 6 months [1] and it's a great feeling when I've got a spare weekend to toy around with an idea.
One thing that I found useful was joining up with a indie game dev group in my city. It's always great to hear other peoples stories.
[1]: http://itch.io
That is, if it doesn't play well with boxes and circles, it's not gonna play any better with shiny boxes and circles.
If you absolutely need the graphics in place to inspire you to write the code, then sure, go ahead. But it eats up valuable prototyping time that can be used to churn through mechanic ideas and test them.
The advice also doesn't have to relate to the whole game. You might have decided you are definitely making some kind of turn based RPG. But you haven't worked out the details. That's where you prototype. You try every combination and bizarre idea you come up with, you play it, and you pick what's fun and throw out the rest. Prototyping can be as focused or as broad as you want.
Prototyping gameplay is important for games where the gameplay is king and art/story/setting is something on top. But if your game is going to be a regular platformer and the cool thing is the art, or if you're making an exploration game, etc, you should probably start with mockups and then make the game.
Maybe they just fit my more bite-sized appetite these days rather than for a 30-course-meal type of game, but the experimentation really captures something that, I think, drew me to games in the first place.
IMO, the two most exciting things that is happening right now is the Occulus Rift and independent developers.
I've had a bunch of games in my head that I'd love to build and it turns out there are plenty of indie developers who have had the same idea but are actually building them.
My current sci-fi list:
- RimWorld
- The Mandate
- Satelite Reign
Although, interestingly, the creation and growth of mine craft fit the author's advice pretty closely (untraditional marketing, huge idea, just release it)
Edit: Here's the link to Notch's advice - http://youtu.be/ySRgVo1X_18?t=1h20m36s "Do you have any words of advice for people out there" "The best advice I can give anyone is 'don't listen to advice'"
People tell you to make small games because they've seen so many newcomers try to make big ones and fail hard, NOT because it's impossible to succeed in making a big game from the first try.
Actually, one very common advice that is NOT debunked by the author is "finish something, however small it is, because there is more to learn by finishing something than by failing at doing something big".
To give a (personal) example: I have been making an indie MMO as the sole developer for 2 years now (see my profile for details if interested). I've been told about a bazillion times that it is crazy and that I shouldn't do that. BUT I want to do it, and since I've been making exactly that professionally for 5 years before jumping, I know that I know why people say not to do it (probably better than most of them, actually). But if someone very new to game making asked me for advice, I'd still say like anyone else: "don't try to make a MMO as a 2-person team".
For me the most important thing is managing my psychology—keeping myself motivated on a project. So mine are all based around that:
1. Work (hard) on what you love
2. Ship
3. Tell your story
4. No big projects
5. Collaborate
6. Learn how to make money
7. Be creative
8. Think long-term
9. ???
10. ProfitIf you're interested to look at the games I've made so far: http://www.lessmilk.com
I'm open for any feedback. Thanks! :-)
In peace, Mike