@jonkuze - Very interesting! I barely ever think about browser-based games. From the looks of your stats I probably should
Yes, alot of people I have seen say Browser Games are not worth it⌠but like anything else, you need a good game, marketing strategy etc⌠I find it much easier to reach users in the Browser than any other platform, as for best example⌠today alot of advertising if not all advertising and promotion of your game is done online discovered through the users web browser⌠now imagine if they just clicked a link that took them back to your game and it instantly begins to load the game? The user doesnât have to click a link, go to an app store, download the game, close app store, or steam client downloader, find icon on desktop, click run game⌠those are alot of steps and as far as iâm concerned every step adds up to more time that could turn your user or potential new player away from your game⌠Browser is instant Access especially if you Stream your Game Content correctly!
Mad Mark: $75 for ~10 hours of work
Iâm new to the idea of selling what I make since I generally donât complete anything, but a few people threw some money at me so I put my game on a flash drive and let them hand it around the club room. I was paid a little bit monthly to help work on something else. I was also paid $500 to make an application that turned 3 related equations into a visual region.
Unless your idea is brilliant and youâre a great artist / sound person, itâs probably best to just help out existing projects. Youâll still get better, but youâll also get paid more.
2D development?
He works for Disneyâs mobile games department. They make all kinds of games. 2d and 3d.
Luck guy
Millions weeky? Thats too good to be true!
Thanks to everyone who has shared their numbers in this thread. It helps keep people like me grounded to reality to see what the average guy makes from a game, as opposed to the soul-crushing news of Kim Kardashianâs game making $200 million in the first month last summer (truly mind-boggling⌠and not in a good way)
Thanks to all those that replied. It is interesting to see how much various games make and approaches earn.
@jonkuze : very interesting post, thank you. Your success story is very inspiring. I wonder if you might elaborate on what sites you put your game on, what marketing you did, etc. Thanks.
You may also want to check out the Gamasutra site. There are developers who post analysis of their earnings; some will post detailed information comparing multiple platforms or what kind of special deals worked best for them.
About ÂŁ5.00 a month from a baby mobile app via ads.
The question will never have the same answer⌠As one guy said, a lot of it has to deal with Marketing. If you know how to Market then you chances are quite high to make a higher salery, however nothing is ever guranteed. Even AAA Games have been dumped after one released because Sales werenât worth what they were getting even if they profited at the end.
I have two games, one built with Unity and the other is native Android and iOS.
GeoWhere is my best game so far. Built natively for Android and iOS. 45k downloads on android, 1100 active users. $150 in its life time.
Cecil the Lion Goes Hunting is my very first Unity game as I have just started studying it. 6 hours of work and $5.7
Will release a new unity game in the next two weeks, which is again a product from my studies.
I plan to release another game after that, again a product of my unity3d studies and the game after that I plan to make it the real deal. Investing some money of my own, hiring someone to help me marketing specially.
https://play.google.com/store/apps/details?id=mobi.funkapps.geowhere
Sort of personal and not your business donât you think?
Just 3D (for my studio), and that is just a couple of games. Counting the our other mobile studios and partners , it is waaaay more than that. We are one of the top 5 publishers in the space. Our percentage of total revenue of the App Store is the double digits.
Iâve been meaning to ask you: did you give them your soul or first born son?
For my part, Iâve found the best investment is art. A skilled artist, working at a moderate fee is worth gold. Icon, screenshots, videos, in-game art - thereâs so many ways they take the product to the next level. Iâve had great success with Peter Simon.
Gigi
In the 2015 market the most difficult part is getting players to actually find your game in the first place.
My current practice is to investigate the competition level and how saturated a game type is before investing much time in development.
Enough to raise three awesome, healthy children, live in a nice place, drive a fun car, eat well, and enjoy life for fifteen years so far. Success comes and goes in waves (at the moment our latest game isnât performing as well as it should be) and it can be stressful as hell, but I guess itâs in my blood to be tenacious because I just keep keeping on.