How many indie developers fund their projects out of their own wallets?

I was just curious as to how many Indie Developers fund or have funded their own projects directly out of their own wallets?

I notice there is a striking majority of developers (at least the ones who contact me) who desires to spend not a single penny on game development. Many who decide (or cannot) spend more than a hundred or so, etc.

This isn’t to look down on anyone or brag or anything, just a simple curiosity. I always strive to achieve high quality in my game, which means either working hard (which includes learning AND mastering skills I do not have) or paying elsewhere for it. Development costs have already exceeded a few thousand, and among those who do this casually and not so much as a business, I am wondering if this is common? This especially applies to those of us without artistic talent or complex knowledge in a variety of areas dealing with graphics. After all, if you don’t want to pay a penny, you have to become quite talented at Texturing, Modeling, Animating, Light Maps, and so much more! Complex software alone can take years to truly master-- in only one area!

For that which I cannot do to the point of AAA quality (Model) I look to cheaper alternatives in relation to time and quality, but since I have to fund it myself it also has to be as cheap as possible! Very hard when quality is almost always directly related to price. Great artists aren’t cheap!

For that which I can do, I judge if it’s worth it for me. For every moment I spend animating a character model or messing with a rig, it’s one less moment programming or designing-- and it hurts. Thankfully, I found Mixamo, a producer of AAA quality animations re-targeted to any character, for an astronomically low price. Those animations which Mixamo doesn’t have must be animated or I have to hire an external animator, and whew that’s pricey! For texturing, I find creating them to be extremely time consuming, so I buy most of my textures relatively cheap, and then spend significantly less time editing them to my liking. I find it MUCH cheaper AND great quality to use multiple textures together with some nice photoshopping to produce what would otherwise be an expensive result (hiring someone to make them from scratch, or doing so myself consuming time).

Unity3D being free, is definitely a plus, and the amazing resources Unity3D has (for free and paid) are just phenominal.

In fact, I’d like to take this moment to thank each and every person who has designed, programmed, or created any Art Assets or Software/Script Packs for Unity3D. If it weren’t for people like you, then people like me who fund game development out of their own pocket wouldn’t be able to do so! It’s people like you who bring power to the little guy, and that is something I am VERY grateful for.

Also, since I’m thanking people, those on the forums or on Unity Answers also deserve a huge thanks, as they help “the little guy” learn and accomplish that which they need to do for themselves. Education is so important!

With that said, I’d just like to say that it’s amazing how cheap even the more expensive indie assets are. When I ask around and find out I can get a RPG full of professional voice acting that won’t cost me 10’s of thousands of dollars? I am so happy. When I hear of animators willing to give me Pixar quality for under 100’s of thousands, it is a blessing. And what would we ever do without Script Packs like 2D Sprite renderers for a 3D Unity? My goodness, it would be pricey!
Oh, and even though I don’t use it, Frogame’s Warrior Commoners pack. What a great way to create a game or prototype one for a price one can “easily afford”.

In your post is the real answer to often asked question “Should I use unity or XYZ”.
Other engines may have shiny bells, but unity has something that you wont find anywhere else:
This great community, with people that are willing to help with everything - scripts, artwork, ideas, motivation; all at little to no cost.
It’s a friendly engine and an even friendlier community.

To answer your question, I fund my game out of my own pocket.
I have no artistic skills whatsoever.
I have a full time job, but my dream is to make games and hopefully turn that into a full time business.
That just would not be possible with the other engines I have looked at.

I echo your thanks to the community!

I do.

Sorry if that may come across like a judgement but … I wouldn’t call someone who doesn’t want to spend a single penny a “developer” but another d-word: dreamer. Or it’s just someone who never ran a business and doesn’t really know much about business. Which is perfectly fine as long as you don’t want to do business with other people :wink:

I’ve spent about EUR 3.000,00 just on hardware (that was at the time when you still had to buy a Mac to work with Unity :wink: ). Admittedly, I’m using that hardware primarily for my day job - but nevertheless it’s one investment you need to consider. Add to that around EUR 6.000,00 for software licenses (Unity Pro + Asset Server + Unity iOS + Unity Android eats up a big chunk of that; Modo is also noteworthy … recently Substance Designer and some other stuff).

Now, some people might say “OMG, that is so much money”. In a way it is. But it’s just a small fraction compared to what my own development costs add up to. As a freelance software-engineer, I take EUR 60,00 to EUR 80,00 an hour … I got more work from that end than I can handle, so any hour I take for working on my game literally costs me EUR 60,00.

With that in mind, development of Traces of Illumination so far cost me a rough EUR 90,000.00 … and the game is not even complete, yet. People may work for less than that - this also very significantly depends on where you live. Munich’s not exactly the cheapest place to live (even though some people have developed an art of getting by with much less money … that’s probably one of the talents that help a lot when doing Indie game development :wink: ).

One thing to add to put this into perspective: I’m also creating all models myself and I’m not a professional 3d-artist, so these things take much more time than they would if there were only professionals in their field involved (from a business perspective, having a software-engineer do 3d modeling is kind of insane … but … hey, it’s fun and a little insanity helps with crazy plans to take over the world :wink: ). I’m also doing all the music and sound stuff myself - but there I guess I’m simply trading those 20% of production quality for the 80% of time it costs to get those 20%, so I guess it’s not that bad a deal … and so far no one complained that the soundtracks sound crappy on their systems (but that might still come in the longer run) :wink:

Obviously, you don’t have to spend that much time to develop your first game. There’s game designs that can be implemented in a tiny fraction of the time I spent (and I strongly recommend picking a small project for the first game … I’m almost 4 years into development now but had longer phases where I just didn’t really have any time to work on the game because I needed to generate income to pay my bills). Another thing to consider (if you’re on a tight budget) is having a very solid design and project plan and even more important: Stay with it! I went a couple of “routes” that cost a lot of time without directly benefiting the game: “Wrong decisions” made earlier on that had an unpleasant impact later on. If you can avoid those kinds of things, you’d also save a lot.

On the other hand, the way I’m doing it, I’m learning a lot, so I wouldn’t complain or feel sorry for anything I did :wink:

But it’s good to keep in mind how much it costs :wink:

It does. I honestly don’t know how much money I have spent so far, but it is definitely in the 1000’s. Last time I calculated it, it was close to 4-5k USD, and that was 6 months ago.

The android and iOS packages for Unity are quite a killer IMO, at $400 each. When trying to save money, if you want to release on both iOS and android-- that hits you hard just to buy the license to release a completed game! Certainly worth it, but ouch!

Thankfully I’m still only a student (no job) and boosted my budget by working as a 2D artist whenever I needed it the most. I actually have used a good amount of the money I’ve made working as a 2D artist to fund my own project. In addition that, I have student loans to worry about (some of which are funding my project!)

Basically, my dream is to make video games and help people-- both part time. Right now I am still developing (and learning) to build my game using Unity3D and the art assets I’ve bought or created. In the meantime I am going to school to get my degree, which is a sure-fire way to land myself a secure job. I already have a part-time to full-time job lined up and waiting for me once I graduate.

This way if my gaming plans fail or take longer than I need, I will have a way to pay off my bills and earn a livable income. If my game plans succeed I can do both of my dreams part-time, being both a game developer and a counselor! Woo!
I used up most of my savings for my game project, as well as a heck of a lot of income. Around the beginning of this year though, I had to almost entirely stop spending money on the art assets, which is why I began to learn the programming side of Unity3D and polishing what I already have. This really hurt when I needed to animate all of my characters, but had run out of budget. I postponed animations for months until I found Mixamo, which was cheap enough to grab some basic animations. (I hate animating, even if I can do it. Bleh!)

Honestly, I love developing games, I love programming, and I love people-- but I hate being an artist. It’s something I’m glad to pay other people for. It’s not bad, and it IS enjoyable sometimes, but it’s more the intense amount of work involved. Programming has just as much work involved… but my mind is built around it, so it feels less draining and more natural to me. I have never been an artist, especially not in my youth, so any creativity on the art side of things feels draining. Programming has been something I’ve enjoyed since my teenage years.

Funny how I’m willing to pay for that which I don’t want to do (Art) but I’d never pay a single penny for someone to do what I enjoy (Code).

Before I release my game, I’m actually going to gather up all the money I can to build a sound, music, and voice acting budget for the game. This’ll most likely be either a loan or working additional hours at my other job, but IMO will be worth it. I’ll have a fully working game with placeholder sound and music, fully ready to be released in a matter of days. Heck, I could even wait until AFTER release to add the voices. I already have a voice actor lined up for the work.

Would it be funny if a developer released a game, and then a few weeks later announced a patch to add 1200 lines of audio dialogue and the addition of a communication feature for use in multiplayer? LOL! Talk about one nice update :stuck_out_tongue:

When I found out how CHEAP it is to hire a voice actor, it really makes me wonder why more games don’t have the communication-friendly features like Battlefield 2 Battlefield 2142. Where you hold “Q” or another quick button, and use the mouse to select commands which communicate to your allies. It really helps to avoid the need for VOIP, which IMO ruins gameplay. For an immense amount of dialogue, voice acting is expensive (like for an entire RPG of dialogue) but for a FPS game to add a few voices? Pretty cheap compared to the rest of game costs.

Well I bought ios pro and unity pro - that for me is a big investment but I feel easily worth it. My game won’t have splash screens or amateur presentation, it’ll load quicker and run faster (thanks to profiler) as well as having render to texture loveliness.

$400 is a lot you say? I wouldn’t think so, honestly and I’m not rich (yet!) In fact I am in debt. I wasn’t when I started but I can’t do a day job or contract work so its entirely out of my own pocket. I have to also buy devices to test on, and its pretty killer. I find it IMPOSSIBLE to believe you can’t make $400 back from even a simple game :slight_smile:

Going indie is very difficult if anyone’s wondering.

I do too. I’ve been coming the way from spare-time development now to being fully self-employed running my Unity game dev company. I’ve invested more than 20k+ Euro now into my company. Every penny worth it. I still have not reached the “safe harbor” in terms of income, but I work hard on it with fully dedicated passion. I have now the best job in the world and don’t want to give that up anymore! :slight_smile:

I have mainly had PC release and web release in mind, so I haven’t really looked into the mobile market. I’m trying to find a legitimate chunk of information (or someone with experience) to tell me what even a mediocre or failed game makes on mobile. $400 isn’t a lot, BUT that’s $400 I could spend to improve my game in other areas, and it kills me! For that price, I could add voice acting to my game, and better sound quality! I completely forgot about the Unity splash screen… I’ll contemplate the cost of Unity Pro Unity Android Pro as well. In fact, I’ll probably buy Unity Pro before I release my game for PC.

Any links to articles which give a good idea on how much failed to mediocre games make on android market? I am not really concerned about “huge successes” like Angry Birds, as that is just silly to think about.

wow, that is awesome!

You can prototype for free, but chances are you’re going to be around $4,000 for a simple game that you are going to develop all by yourself with no outside help. If you get a team together like most people try to do then you can theoretically raise the quality and shorten the development time but honestly it is probably just going to fall apart if you’re not realistic about investing about $5k in a serious game.

But, if you’re not making some serious game and just want to play around then you could make a game on your own with Unity Free and do all of the work maybe using a bunch of free content you downloaded and just prototype something for fun but with a $0 budget it will probably suck. If you want to put it on a phone the chump up $2k for Unity + iPhone/Android.

Expensive hobby in a very highly competetive field so ‘funding’ is usually only available to solid, established projects/teams that have already invested plenty of time and money to make something work.

What will that 5K be? (Art Assets?)

I have spent about that much already, just on completing the artwork. Now I have to go forward with the code and implementation into Unity3D (including a 2D script pack to implement the assets, like 2D Toolkit +$50).

Also, what are the advantages of Unity Pro, if you only have Unity Android (but NOT Android Pro). Will it be any, or is Unity Pro worthless unless you have Android Pro?

Thank you, and I entirely agree.
I think most games actually DO suck because the “developers” are actually “dreamers” (I agree with that statement) because they refuse to spend any money.

It kind of depends on what your forte is. In my case I have bought scripts, coding assets and programming books but haven’t spent anything on art/models since I’ve got that covered personally without a problem. Most assets are also reusable - modeling software, unity pro, any scripts you buy, etc… so your financial footprint can technically be smaller with future projects - save a few maintenance/upgrade costs on software as long as you can do the work that is unique to the project on your own. Look at all the facebook copy games with different themes. Same game, just looks different.

Haven’t really mentioned Advertising but that’s an impact as well.

I am funding my project out of my own pocket.

However I wouldn’t class myself as an indie developer, My project is nothing more than a hobby to me. I have no skills in the industry whatsoever, so I rely mostly on following tutorials to achieve what I want in my game. anything I cant find I do however purchase, for instance the assets I have in my project come to around £2000, £1200 on models (including buying packages) and around £500 having scripts written for me (including packages) and about £300 on the music and sound fx. I’m happy working away on my own, very frustrating at times, but I’m glad the information available to me is easily accessible (big thanks to the forum community).

I’m only using the free unity as it’s more than enough for someone like me to use.

I’m thankful that it’s the only hobby I have and the wife never complains when I want to splash the cash on my project.

Exactly:

  • iPhone 4: EUR 519,00
  • iPad 2: EUR 479,00
  • Sony Ericsson Xperia Play: EUR 509,00

Plus yearly fees for iOS developer program … I guess that’s EUR 79,00

And for Android, to do serious development you actually need a couple of devices to test on because there’s such a variety of different kinds of devices with different quirks (for iOS development, when you just target the phones, one iPhone 3GS might be sufficient, though).

I am also from the hobby side and I honestly don’t know if I will ever actually launch a game outside my circle of friends and family.

I’m heading towards retirment now and this is just something I always wanted to do. Before I started I had zero skills in the field, not a programmer and definately not an artist, so was well aware upfront that it would cost, plus I went to the most expensive end of the market… almost, a 3D MORPG (single M). Why… because everyone else seems to say I can’t :slight_smile:

So far, I have managed to learn enough scripting to be able to do what I want in either Unity Script or C# and am just starting the artwork side, but I still haven’t got to an Alpha release as I am still working on some core processes and features. I do have the main servers running though and can run full multiplayer and have multiple zones to travel between with full character and data persistance.

What I do know is that I have spent many many happy hours at the computer so far but the licences I have… Unity Pro, uLink, Photoshop and 3Ds max were basically $7.5k and I have a great deal of placeholder artwork from the Assett Store, Arteria, 3DRT and Dexsoft. That’s probably another $k or so.

But, its a hobby… a friend of mine can easily drop twice that in a year on things like Radio Control planes which sometimes have a habit of destroying themselves in a single flight :slight_smile:

At the end of the day, it’s what is it worth to you.

If you’re going make a business out of this then I think you have to realise that there is a cost to making games, whether time investment in learning skills, or $ to make up for those skills and the return must outweigh the cost investment, and if I ever get to the stage of releasing this… (HA!) then the planning, implementation and marketing phases I am golden on 'cause that’s also the day job :))))

Regards

Graham

What a great thread, I love the replies!

I would have to say I fund purely from my own wallet in the sense that I always work with zero budget.

I would like for one of my creations to sell well at some point, maybe soon, so that I can start to look into financing some stuff. But for now I’m a hobbyist and commercial-wannabe.

what budget? I get all my work done from elbow grease and too much free time.

Marketing is something different though

All your free time has value. You could use your free time for a part time job for example. Free time while is only free time if you’re never intending to sell it. If you’re intending to sell it, it is no longer free time.

This is a good point, and is mostly left to common sense when considering budget. The game is “free” since you’re doing it yourself but at the expense of something other than cheddar - time. You could spend time doing absolutely anything else but you’re actually investing time into a project that you expect to have a financial return so your time is in effect money.

Unity Pro, 3DS Max, 3D Coat, monthly subscriptions to model sites and texture sites, various “Kits” and tools that people here have developed…and upgrades to those kits/tools…Well into the $1000s.