Starting as an indie? Tips and advice
Robert Madsen discusses the good the bad and the ugly when looking to start out as an Indie developer.
Welcome to part one of a new series on starting an indie game studio. I get a lot of questions about what it takes to start a game studio. I also hear a lot of people, espeically students, expressing a desire to go it on their own. I'll try to be fair but realistic, and share my own journey along the way.
I have been programming all of my life. I started when I was 18 in 1980. Yep! Dark ages stuff. Around the turn of the century (that's old folk talk for "Man I've been alive for a long time!") I decided that I wanted to change things up. Game programming was something I had always wanted to do but didn't have a chance to pursue. So, I started learning more and more about the specifics of game programming and in 2008 got my first job at a game studio as a game programmer. I worked for MumboJumbo in Dallas, TX for about a year, then Other Ocean Interactive in Prince Edward Island, PEI for another year.
After Other Ocean, I decided that I wanted to start my own studio. There were several reasons that this made sense:
I had a family and I didn't want to have to move all around the country to be able to work.
My family lived in Colorado which consists entirely of small, indie studios
I was tired of working for a year and being laid off!
So, what gave me the audacity to think that, after only two years in the indusry, I could succeed at founding my own game studio?
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