Encouragement

11XIndustries11XIndustries Member, PRO Posts: 28

I am not looking to know how much people are making. I am looking for a little positive encouragement from developers on here. Is this industry providing a living or passive income for you? Yes, we develop to experience the fun and joy of our games, but who wouldn't like 'fruits from our labors.' Once again, I am not looking to know what you make in money. Just looking for a little positive professional encouragement.

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    edited March 2014

    Its not easy and you either need to be very lucky or have the stamina to continue on after many failures, a great game helps but thats just the tip of the iceberg.

    Don't give up your day job would be my advise and get friendly with reviewers because marketing is key to success.

    Sorry to sound negative but I've been doing this 10+ years and it don't get any easier :)

    Darren.

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    edited March 2014

    Someone shared this before... this will give you some serious encouragement... great talk...

  • codybeanscodybeans Member, PRO Posts: 74

    One thing that encouraged me was taking a look at the flappy bied game.
    At 42mil download on google network and only 5mil on apple was the day I saw the ad where the xreator claimed 50k in one day for advertise payment. When I used the app I barely noticed ads either so they weren't obtrusive.
    So the weak math of it was that 1mil downloads equaled 1k. This isn't counting for a lot of things though. Such as:uninstalls and people playing it once and just leavinf it on their phonetablet.
    a easier way to not do so much giess work is go on the app store of either and see top paid games, and top free.
    Top paid games will give you a def answer on just how much the user has earned minus whatever network charges there are. Some are made vy one person some by a great team to devide this amongst.
    Sometimes I see kinda poo'ish games and think how on earth did that get so mqny downloads?
    just follow the trends and sometimes something with a brand new concept will pick up like a monster.
    It's kinda like working with website creation, keywords, and all the super fun stuff that goes into getting it viewed and reviewed.
    Don't get discouraged because you put out 3 mini games and you get nothing to show for it. Just compare it to what sells what doesn't and who you are selling to. You may think this new game of mine is so awesome, who wouldn't want it?
    then I ask you to refer to the millions of flappy downloads..
    good luck, garrrrrr

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I think it depends what your stake in all of this is. I work full-time as a teacher and GameSalad is my hobby. I don't expect to ever strike it rich because I don't/can't devote enough time to it for that. But if you work full-time (or more) on game development and have a team of skilled people, I would expect you could make a living from it.

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  • codybeanscodybeans Member, PRO Posts: 74

    @tatiang‌ I agree with that. Makes me wish I was 17 and only working 30hours a week again so I'd have more time to invest in it. But a teacher's schedule isn't that super free, and probably a family, and look at the knowledge this person has shared in the community. So all us full and overtimers should push to know and do more!
    if you have the time please take full advantage of it! with any aspect

  • TheGabfatherTheGabfather Member Posts: 633

    Started producing games and other mobile apps with friends around 3 years ago when we were still in college. We've done games for iOS, Android, and Windows Phone -- and apps for Android. Used native code as well as GameSalad for the games.

    We've never had a hit game or app, ever. But it wasn't something we wanted to live off of, and we were just students at the time so we just kept at it because really, we loved programming and game development much more than we loved the idea of making loads of cash (we were computer science majors, so it should make a lot of sense).

    Anyway fast-forward to today, still no hit app in the market, and get a load of this -- we're making quite a nice amount TODAY, from the bazillion small-time apps we pushed out FROM BACK THEN. I mean we're definitely not making $50k a day, but the amount trickling in is certainly nothing to scoff at I can assure you :)

    My friends and I are now all employed in some of the biggest multinational tech companies in the world, so our hands are tied right now because we sort-of legally cannot create personal apps and games anymore without consulting with our employers and declaring everything (they can take ownership, you can Google about that). Besides that, we really don't have as much time to work on personal projects anymore anyhow. But for $99/year investment just to keep those apps in the Appstore? Totally worth it.

    Passion first, money later. Is what happened to us, in our case.

  • 11XIndustries11XIndustries Member, PRO Posts: 28

    Thank you for the insight.

  • 11XIndustries11XIndustries Member, PRO Posts: 28

    Thank you for the insight.

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