It’s a topic that’s raised and re-raised. I’m interested in raising it again. More to follow, but I’m in a rush and just wanted to get the poll started.
I’ve been thinking a lot about the money I’ve earnt, the effort that I’ve put in, money I’ve spent (i.e. on contract artists, etc), the concept of “profit”, work/life balance, and the value of “Indie Game Development” as a JOB vs. virtually anything else which - arguably - pays more for a lot less effort.
I don’t have an exact number, but somewhere between $3000 and $5000.
Making games is very similar to writing as far as I can tell. You don’t get into writing because you want to make money, you do it because you don’t have any choice but to do it.
For me $0, but I haven’t released Felis yet. I’ll let you know a few months after it’s been available. :B
(few months later, still $0) jk
I think there’s not much point of comparing with normal jobs. Most jobs have short production processes. Think about most jobs, whatever they build or service they offer, they complete a process several times a day, or week. Games have a loooong production process. Also while there’s demand, it’s not an essential demand. It’s something one may want, but not need. So there’s not a real guarantee of customers.
I’m just starting my first real game, so I’ll let you know how it goes. However I’ve already used the skills I’ve learned to make stuff for the asset store, and do some freelancing.
While I agree with @Dave-Carlile and @dogzerx2 that you have to have the ‘itch’, once you know that you’ve got it it’s all really about how much you can organize, plan and design properly, manage your output, market things and so on. Many people who have the ‘itch’, from what I’ve seen, are terrible managers of themselves and unless you want to be managed by someone else (who will probably ‘manage’ your fame and fortune as well), you’ve just got to learn how to do it. And it ain’t easy.
At least a few hundred bucks a month from the asset store for 4-5 years and a few grand total from my games, then more from doing contract work (when I did that) but never anywhere near enough to live on.
I made more money from co-owning my house with my brother and its value has more then doubled over the last 10 years
public int CalculateMoneyFromGames()
{
int amount = 0;
try
{
amount = (TotalIncome() - TotalExpenses());
}
catch (System.NotImplementedException)
{
Debug.Log("Can't be bothered to charge for games yet");
amount = 0;
}
return amount;
}
[code]
Not true by a long shot. Many jobs have short value creation times. But just as many have long ones. Most engineering projects I’ve been on have a multi year cycle.
I have a fish without scales and it’s a blind fish too, metaphorically. I’ve spent more than a lot, not tried to make any money yet, and am pleased that those were the right decisions for me.