Anyone can share how much you've earned with your Game?

I am so new in unity for like 1.5 weeks. And been a game dev for like 3 months in total only. And never published yet any game on store. I am just curious on how much do you earn from making games? Just like Angry Birds, Cut The Rope, Where’s my Water and other games. Free or not. Anyone can share theirs? :slight_smile:

I think you’ll find its usually very low for first games (on average) but a few games in, people get the hang of it and you can make a good living from it.

I made less then a dollar from my first game. I’ve been making games for a two years and directly from my games I have made around $30.

Thanks a lot for your sharings guys. @Tyler you mean 30$ for 2 years? But not bad for a 1st game. Also how long you’ve been developing your games?

I’m guessing Kongregate Ad Revenue?

psi.kart sold like 100 copies…

But I like didn’t market it at all, and fucked up the whole release process horribly.

I finished the game and was like YES TO THE APP STORE NOW!!!

Then I put it on the app store and anxiously waited its approval, then it got approved, and I’m like ‘oh shit Im supposed to somehow advertise this’.

So then I proceeded to like generate promo codes and send them off to random websites with some message like “Hey would love it if you guys posted some news about my game, heres a promo code”. With no website, no gameplay trailer, no anything, no screens… Uh ya, in retrospect I was incredibly stupid. Like it really amazes me how many obvious things I overlooked, like I think I was initially hoping to go merely on having the word ‘kart’ in my name and getting all the people searching ‘mario kart’, which is actually probably where those 100 people came from. But don’t do what I did. Make a website, make a video trailer, get lots of screens and whatever. Seriously hold off an extra month to do this good otherwise the prior months of work aren’t as worthwhile.

However, outside of the world of video games, I’ve managed to pull over $100k last year using unity for architectural visualization, retail store kiosks and interactive product brochures. So don’t think the only route with learning game programming and realtime stuff is to make a hit game. There is actually alot of different markets out there gaining ever more interest in realtime 3D graphics because of the the growing popularity of mobile GPU’s. The marketing and visualization sector is something you can always fall back on when you need cash.

I made over 5,000,000 imaginary feel good credits on my game. If anybody is interested I can send you some, but they aren’t redeemable for anything.

thanks for sharing man. that’s a terrible experience too but congrats that it did sold 100 copies though. for a newbie like me I will put in my mind of what you’ve learned. I will not release mine without any teaser for a week and promo codes and stuffs. :slight_smile:

man. what’s your game?

Lol, I’m in the negatives…

I have made nothing. Mainly because I never actually finish anything.

I would need some over here, I’m a little low stacked. :smile:

Okay, I’ll give you 200,000 and I’ll take your imaginary game you dreamed of making but never did. I’ll enjoy pretending to play it.

Hope you enjoy my fantasies. :stuck_out_tongue:

I can’t say how much we made with Dead Strike but it was a lot to survive 3 years. :stuck_out_tongue:
Also, people do forget that making a game isn’t just the way to make money. For exampe, making good quality assets for the Asset Store is also a quick way to make money.

It seems the higher risk projects pay better over all (longer development time + more people = greater game)
But I would argue that it’s better to do a couple of smaller projects before you tackle the higher risk projects.

Just to build up that experience of (appstore + gamedesign + development + marketing + pr + …)
Also having a couple of smaller projects will help to pay for your “ramen noodles” during development of a bigger project.