random_pickle powiedział(a):
I used to come up with all sorts of ideas for games when I was a kid. These days I'm trying to learn how to program said game than to come up with new ideas for it.
Hey Cuddlebug, you worked on that indie game before you left the project right? I have a question: how's the job market for indie game developers?
The job market? There isn't one. There's a market for
games. For developers, you have to be in bed with a publisher (which kind of negates the whole "indie" thing) or be able to live off your bank account for a year or two. You have to make the game before you get a paycheck --
-- which blows. A nice, round, but not too inaccurate figure for how much it costs to make a game for (say) the PS4 is a million dollars. period. That's before a line of code gets written or one single pixel of a texture map gets set. (I'm not kidding -- do you know how much a PS4 dev system costs?) Kick in a hundred thousand buckazoids per month until release, and you're talking serious money. Hence the kickstarter / early access / etc. wave that's currently upon us -- come up with a concept and a solid demo, and you might be able to get people to fund completion of the thing. Problem is, it's being abused by people that could easily fund projects on their own; for every
Don't Starve there's a
Godus. That gives the whole kickstarter-for-development thing a bad rep, and makes it practically impossible for unknowns to get their foot in the door.
I'm looking at getting into an indie thing, but I got used to eating stuff besides ramen after I got out of school a million years ago, and I'm more than a little squicked at the prospect of going back to the bad old days. The best I can do so far amounts to a pay cut in the neighborhood of what I was making in 1990. But indie is where it's at, currently, and where it's going. Games need to get back to the garage where they belong; you get a team that's lean, mean, and ruthlessly competent, and it'll shake up the squares and make some money. The problem is survival in the meantime.
I don't feel like blathering more on the subject right now but remind me to relate my Bobby Kotick story about large & expensive development teams sometime after I've had some sleep. (Activision was fun when it was about fifteen people.) =s