Developer Success Stories

Hi Devs,

It has recently occurred to me that only a fraction of developers on here have managed to make games full time and generating good income from it while the majority on here are either making games for fun, just hoping to get lucky, or trying hard but not making income or even downloads.

For the devs here who are in that small category who have managed to replace and surpass their income from their full-time job with game making, I wonder if any of you would like to share your experience, process, “secrets”, with the rest of the community. I’m sure the success stories will be very enlightening to most!

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The secret here is “There is no secret for success”.

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How about your success story? After all, you have few million installs…

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Mine is not a success story yet, But I am going into it. I still didn’t make money from my game as I didn’t release it yet, but I will just say what I have, my name is Ebrahim (Known as Eth) and I ran my indie game studio The State studio at the year 2013, and I managed to get our game (with my team mate’s help of course) to the quallity of the indie games outside my country, In Egypt(where I am right now) there are no kind of support to indie game developers or even programmers, they always think that what you do is stupid, there are a lot of games that has been made from Egyptians but most of it failed (and by games I don’t mean mobile/small games), but me and my studio are hoping not to fail in gaming industry. I know I know, you have asked to know “a success story” but a person can get success in his life without having to have “incomes or even downloads” so to finish it up, if you want to be successful then just do what you have to do and do what you are born to do, even if you had no money/income from your game. you are still a god damn successful developer in my eyes. so I would agree with Yash. There is no secret for success and an other thing to add “There are no rules for success” .

If you look you can find article(s) by successful indies like Edmund McMillen (super meat boy, binding of issac) or toby fox (undertale), Rami Ismail seems to be very talkative (nuclear throne, super crate box, etc), I am sure there are other articles.

What about average success stories?

We’ve heard a lot about the few who made it super big, and the millions who didn’t make two pennies to rub together.

What about stuff that isn’t either incredibly unlikely…or failing that, absolutely hopeless?

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I posted the vid the other day i found from the guy on kong who got 700k plays.

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I’ve made enough monies to buy some licenses and buy a lot of Asset Store packages.
I bought Unity 3 Pro with both iOS + Android Pro, then Unity 4 Pro + iOS + Android then Unity 5 and hundreds of model packages from Asset Store all with little games and tools I was selling. I wouldn’t call that success, but at least was able to ‘afford buying the toys’ I like to play with.
Back when ppl were still paying 0.99¢ in mobile games, I sold around 23k copies and the free stuff were around 60k downloads… And that’s all about it for me, is impossible for me to even sell a 0.99¢ game nowadays, I don’t want to make InApp games so I was trying to move into PC instead.

Oh and the tools I’ve made sold around 3k copies in Asset Store; but then I had a legal battle with former employer (they didn’t respect laws and I had to leave) and now they own all my ex games and ex tools; still trying to figure what I’ll do with my life now =]
Now that F2P is the only way to make money I think I won’t make any games anymore, just don’t like the model.

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!!! That’s actually terrible! How does that happen?

Also what do you mean you can’t make games that sell for $.99 anymore?
My hope for you would be that you could use your experience to get more involved in game development. Because it’s also what I wish I could accomplish. If you can’t do it after years of experience, then almost no one can.
I hope you get back on your feet soon man.

Ty;

Many companies, when you work for them, they own everything you do even if you do it at home in your free time. You’ll see that in contract pretty much every time you work for a business; that’s why they own all my stuff now.

I meant there that paid games don’t sell anymore, even the 0.99¢ ones. Ppl now want F2P or nothing and I don’t agree with that.

When I left my job, I talked to a bunch of studios, also some high profile ones… But I live in South America, they don’t want to deal with visas and I’m not sure if I would leave my family behind for too long.
So I’m working online freelancing small tasks for small studios and will keep doing that for a while.

At least freelance work can give you versatility to invest time in personal projects.
Too bad that paid games are getting ignored by users. I would also prefer sell games traditionally, but failing that my very personal opinion I would try to adapt and find a way to mske f2p with iaps/ads that hurts the game as little as possible.

I would be more interested to know how much he earned, not how many plays he got.

I mean if you make a title, release it for free and earn squat from it BUT it gets hugely popular… I’m not sure if that can be called success.

Ever considered moving to PC platform?

Well say you had a demo on Kong and you sold the full version on your site at $10 a pop, with a sales conversion rate of 3% at 700k plays you could get like 21K customers at 10 a pop 210k. And you wouldn’t have to give steam 30%

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I was 2 years, more than 100k code lines into my first PC game when had to give it all away to the company;
Was called Whitewash, there was a 2gb pre-alpha on Steam, some Steam users still have a copy in their libs, I was about to release the 6gb first upgrade with more regions and story… When the shit happened.
Btw, PC will be the same of mobile market pretty soon tbh. I am watching Shinra Tech, they have stuff I want to get involved with when their API is indie friendly enough.

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…seems like the people in that category are fewer than you guessed.

Everyone I have ever known to make money off of games is effectively a reclusive genius who lives on their computer.

Draw that venn diagram. The intersecting portion is teeny.

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Compared to the amount of dev’s out there, yeah sure it is only a tiny fraction… But many aren’t interested in the commercial aspect of it, there’s many who will never complete a game etc. etc.

There were many successful indie’s back when Steam decided to open the floodgates, of course that’s not a thing anymore… I’ve never paid any attention to mobile dev, but I’d guess it was lucrative at some point…

I know of a fair few “current” beta’s that have earned a lot of funding / money…

So it ain’t all doom and gloom…

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It has nothing to do with gloom and doom. Most people aren’t full time game developers, rather ‘in your spare, spare time’ developers. Meaning if there’s a hot new game out, they’re playing that. Tiny little mobile games are o.k. but they aren’t worth anything, to anyone.

Make a 50 hour game with an interesting story and genuinely fun gameplay that is somewhat polished. People buy that.

It’s not about optimism/pessimism it’s about people with beginner level skills making “my first game!” and then complaining about how the market is broken because they aren’t rich. I may not be the best game developer on the planet, but I grew up playing games and I can tell what games I wanted to play vs. what I didn’t. And these tiny scope little mobile games have more in common with Tiger Electronics junk than they do with Super Mario Bros. Just because Tiger made a lot of cash selling crappy little blip bleep games doesn’t mean that’s what the people want. It was a novelty.

Nothing at all to do with gloom and doom. It’s just not plausible for a spare time developer making toy games to compete with a serious, full-time or even part-time developer making fully featured, full-length games.

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this is the kind of developer that make me sick, he release something like 200 games and flowed the market with crappy games from template wich by the way i own, and use copyright assets that he doesn t even own, i believe he s a full time job and he s fine with it, the app store really need some cleaning to make discovery less painfull than it is right now

http://appshopper.com/games/unequal-gladiator-punch-kick-ko

thank you mister hieu nguyen for your awesome creativity and your contribution to the world of gaming

Ha. “You wanna make games? Step one: get yourself few millions usd”.

Interesting story and fun gameplay does not mean anyone will buy your game and working fulltime won’t guarantee you success. There ARE tons of games on older platforms, often those can be more polished than modern indies. The thing most people don’t even know they exist.

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Say it enough and it becomes true?

Which has nothing to do with the conversation we are having, even in the most abstract, convoluted way I can imagine.

Nobody knows the company I worked at for 12 years existed. In the time I worked there I made nearly a half a million dollars, the company made millions. You’re confusing being famous with making money. It’s not one in the same.

mmm… I guess if you are doing everything wrong and not investing time and resources in a logical way, or if you just aren’t very good or very experienced at making games in general, then yes… yes this is very true.

But if you have skills and talent, working fulltime actually does guarantee success… at anything. Not just game development.

Honestly, you just sound like you’re trying to justify failure by saying that success has nothing to do with being good at making games.

Look at the OP, he made something people wanted and replaced his old income.

According to you, he did not succeed because nobody knows he exists… not only did he not succeed, he can’t succeed… it’s not possible.

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