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Discussion in 'Indie Related Chat' started by SteveZ, Jan 1, 2010.
Work on a title with massive name recognition....
Making $1,000,000/year from games really isn't as impossible as you think.
Jeez she's supporting your ass and you go and insult her looks on top of it!
Here's my list:
1) Get into alpha testing stage (friends only) with my MMO
2) Upgrade to a bigger house
3) Figure out how to sell Invadazoid 5 years past its prime (royalties increased by 14X because one of the portals ran a special promotion).
Seriously? Even games like Enlightenus or Pahelika: Secret Legends? I bought both those games, I would have thought you and Steve would have made a lot more than that from them.
Right, but not by making casual games. Unless you are a portal, or you are making em by the dozens!
I also used to think that way - until I made a game that got into top 5. Of course Enlightenus, it might have made more.
1. Release our first game.
2. Turn a profit on first game within first month.
3. Build the IP with the release of our second, more ambitious, game.
I like setting goals that I am nearly positive I can achieve. Not sure if that's wise, or overly safe.
here's my list of goals:
1. Sign for my second house and find a good renter for the first one.
2. Work less (did 200 hours on average per month last year).
3. Find new contracts starting in march/april.
4. Attend at least 1 conference (AI GameDev )
5. Start an open beta for one of my prototypes.
6. Continue my IPhone game prototype
7. Top my last years revenue by at least 10k € and break the 100k € wall.
8. Update my company website
1. I want to finish my second game
2. I want to find a publisher for my first one
I noticed that both Pahelika and Enlightenus were exclusives at BFG. Do you feel that being exclusive to BFG has a negative effect on the amount of money that can be made from a game? (If answering that is not going to violate any contract terms - don't want to get you in trouble here).
How much did you generate in 2009?
one technical term for a foreigner, are revenues what the games make total, what the games makes *for you* not deducting how much you paid to actually make them or (the best) what you've earnt and goes in your pocket?
1,000,000 in the pocket is quite nice
...take a step back. I will finish by match-three project. I have three unfinished projects, either of which I can move forward with. The situation at my day job has changed significantly. I'm making no predictions.
Revenue is income - the sales made by the game(s) before any expenses are deducted.
What goes into your pocket after everyone and everything else has been paid, is profit.
Still, 1,000,000 in revenue would result in quite a nice profit as well, I imagine
Depends if you spend 999,999 in development and marketing to get that revenue
I realize my point 2 should then have been
2) multiply by 2 my revenues -> profit
1) Move back to Southern California (it's too "brrrrrrrrr" in Massachusetts).
2) Some analog value between "buttload of contract work" and "finish my indie game".
1. Release my game (Jan-Feb)
2. Learn how to mess with the diapers. For newcomer. Tons of diapers... (March-)
3. Add 3rd goal if my realization about "I shall have no more time in the future" is incorrect. (Some day. Maybe)
1 - Release 1st commercial game. not sure it can be done in 2010 though, big project
2 - Should I suceed in my first goal, then I'll break out of pris... I mean, quit my day job.
1.) Spend less time working on other people's titles.
2.) Spend more time working on my own titles.
3.) Attend the Seattle area indie meet up at least once. (hint, hint - anyone organizing one yet?)
4.) Release a title on iPhone to paltry sales, but learn important lessons in the process.
And, on an unrelated note, finish my first marathon. Preferably without dying in the process.
I am really happy about the fact that I met my goals in 2009. Time to do it again:
1) Work on a minimum of 10 game projects before the end of June.
2) Successfully move to LA at the end of May.
3) Network incessantly once in LA.
4) Write between 30-60 license-able tracks - (50 in 2009).
5) Keep the forward momentum with continued hard-work.
6) Pick up surfing once in LA.
I am really looking forward to this.