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al-azad
May 28, 2009



That's when you make up your own character, presenting Cassandra Brazil a thief in a blue trench coat oh poo poo she just stole the entire internet! Get it back, gumshoe.

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al-azad
May 28, 2009



Devs seem positive about Apple Arcade and to their credit Apple is happily taking on quality games that would've easily gotten a publishing deal on other platforms. And then Google follows suit with a similar program except devs will get paid based on metrics that are only feasible for timer based skinner boxes.

al-azad
May 28, 2009



mutata posted:

I'm not enough of an optimist to believe that Apple will continue funding development of games in full to feed Apple Arcade like they've been doing. I'm not very positive at all on monthly subscription game services (aka "Spotify for games") in the long run, including Apple Arcade.

They don't really need to fund games, just offer them a dedicated platform separate from the eventual Russian rip-off of your game and Simpsons Tap poo poo. If I had a game and was thinking about making a mobile release and Apple was like "we'll put it on Arcade" there doesn't seem to be a reason not to take that offer.

al-azad
May 28, 2009



I have a huge ego which is why I make games. Everyone needs to be subjected to my cool ideas.

al-azad
May 28, 2009



I feel like as long as you’re not an actual antagonist rear end in a top hat towards people directly you’re fine. I have heard of companies printing out social media accounts (I’m a government contractor in IT so it’s sometimes part of clearance checks) but it’s just like “is there a chance this person will commit criminal acts?”

It might be different if you’re looking for work in a big work for hire state but if you’re on the west coast or just not in America at all you’re fine.

al-azad
May 28, 2009



Royal Skies' tutorials were instrumental in getting me to learn blender. They're brief and to the point on a range of generalist topics which is helpful for a solo dev but I don't know how well they would translate to a specialist focusing on one area. Eventually you get used to the sweaty car salesman cadence of his voice.

Grant Abbitt's Beginner Exercises are done in Blender but cover broad general topics on problem solving and workflow.

al-azad
May 28, 2009



DreadCthulhu posted:

2)

I read the stats that there are something like 1000 new indie games released every day. Jesus Christ. If that's the case, are you very, very unlikely to ever experience the kind of public reception of a Bastion, Journey, Valheim, Subnautica and their likes? It seems like it's very likely you'll grind away at it for years and give up once you run out of money.. Especially if you're trying to self-fund and you don't have an existing track record as a game developer and connections in the publishing world with someone who might bankroll you and your tiny indie team as you work on that early prototype before you can perhaps release it in Early Access and start eating what you hunt?

For me this ties into point #1 and is exactly why I chose the dead easiest and least creatively fulfilling career path. I used to work in a top secret lab environment that was very demanding and kept me active for days and weekends but then I sold out to a higher paying, less demanding field where I can say "no, I work 40 hours a week, clearance doesn't stop me from VPN'ing when I want, and military readiness isn't an excuse to drag me out of bed on a Sunday." The work is dull but it's stable, predictable, and I have time to release my creative energy at home.

All of this is to say that I wanted to release my own creatively lead games and not just work on other people's games -- and I have zero connections or access to multi-million dollar resources like Supergiant/Iron Gate/Unknown Worlds had right out the gate -- I would absolutely take the easy sell out job and funnel all my resources into my side gig. If I become the next Phasmophobia then fantastic, time to quit and ride the gravy train. If not oh well, I never let my hobby become work and destroy me.

My sister was in a similar situation, she was scouted by Google and Facebook but turned down both for Capital One which needed someone to lead development on their credit app algorithm and while everyone else in her class chose the cutting edge ticket she accepted the basically lone developer position in a field that no executive had any knowledge on. She went from college graduate to senior developer in 3 years, stashes more money than she would in a similar position at Google or Facebook because she doesn't live in a city where a month's rent is a down payment on a house, and has so much freedom she can be like "I'm taking 3 weeks to travel Japan, don't call." That's the dream if you ask me lol.

al-azad
May 28, 2009



Canine Blues Arooo posted:

However, there is a compelling argument to be made for working for 10 years on a bonkers salary and then retire quietly on multi million dollar nest egg.

This is how Supergiant and Valve formed. Double Fine as well. Work for 10 years and capitalize your own company.

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al-azad
May 28, 2009



"Rolling in it" is relative (unless yes you're a Gabe Newell) but Supergiant wasn't formed alone, everyone pooled their resources while having a decade's worth of knowledge and networking to not immediately sink.

I live on the east coast where everything is like 500% cheaper so I have a different outlook on company life within a creative field. It's much easier to strike off on your own, like a friend did some work for Zojoi (Shadowgate remake) at UVA and was able to springboard to full time freelance while living comfortably while building towards starting a collective of likeminded local artists/programmers and to me that's how you get ahead. Doesn't guarantee you'll make the next Valheim but it's resources invested the other 1000 daily Steam games don't have.

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