*cracks knuckles*
Aight, let's do this.
Starting my own indie business is an idea I've been toying with on/off since 1992.
For a number of reasons, its never become relevant until 2011.
Circa 2011, my area started to 'move' (its probably the bank-thing?).
There are 5 serious game development studios in my immediate area, 3 of which I've worked for.
In 2010, I knew close to 40% of everyone working in video games locally.
In 2011, I knew about 40% of the indies.
It was literally that simple. An exodus... 5 serious indie game development studios started during the first months of 2011, each headed by a few folks I knew.
Bunch of friends became freelancers.
Loads of them approached me with potential work.
I've approached lots of them with a plan to invest in their business.
Somehow, it wasn't meant to be.
I've met individually with most of the new 'leaders'. I was unsatisfied with leadership at my day-job, so I wanted to evaluate the possibility of teaming up with other indies (preferably a team size of 5 or less). Unfortunately, I was also unsatisfied with their personalities. For the most part, they didn't convince me they had what's required to succeed as a business.
2011 is also the year I became a dad for the first time.
Someone above made a comment about us, fathers, making sound parenthood like a prison.
Let me rectify the sentiment here:
Having a house, a family, choosing to have your wife at home raising the family, are all choices you make which have consequences financially. Specifically, they affect the recurring income and expenses that you must live with.
Attempting to start a business by falling from one income to none, or by sending your wife back to work but spending more to babysit your kid, is a serious penalty on your ability to diminish expenses in the early months/years.
Unless you've made a tremendous amount of money and put it at the Caimans, the 'you can't have it all' applies here. It's not impossible, but it requires a solid plan, and most new indies can't plan for nearly enough.
Then, there's the social pressure. When I've started discussing the possibility of seriously going indie with my wife, she initially thought that I meant I'd "be at home and take care of the kids (and sometimes, when they're asleep, I'd do some hobby stuff which is just fun and all)". In other words, she thought I was nuts, and she felt like I was under-evaluating the work she does at home to raise our kids properly, and that I was refusing to grow up and wanted to play games all day.
I'm sure I'm not the only one that has gone through a similar discussion, and I feel that its only rarely discussed. It is true that there is very little to evaluate the resolve of someone that says he's going indie. Oftentimes, the only metric to analyse how serious they are is to have a look at the risks they take. If the risks are minimal, its often because the person is not serious, but likewise, if the risks are too dire, its because the person has no clue what they are doing. So how can you really define whether someone has the resolve, and understanding of what they're doing?
When I chose to go indie, I knew damn well I was setting helm for hell, and hoping to see it through.
Thus, flash forward to 2013...
I'm not an indie yet, at least, I didn't quit my job for it.
What I'm doing is working on my first real shippable product (and its coming along very well!)
My dayjob is that of a game producer in one of the local studios. On the plus side, it pays decently. On the minus side, it takes insanely more time per week than any other job, unfortunately.
I'm still targeting a 2015 Q2 Release, date at which I hope to be able to become a full-fledged indie.
In the meantime, lessons I've already learned and wish to share are as follows:
- Find value in failures:
In the last 10 years alone...
*I've started at least 100 projects
*I've produced code for at least 50 of them
*I've managed to produce a proof of concept prototype for 9 of them
*I've shipped 0 of them
Yet, it was worth it, because I was lucky enough to meet someone dedicated enough to call a partner during this journey.
-Don't settle for contractors:
Chances are, there's somebody out there that wants to do the same thing as you, and they're willing to take that risk with you. These people won't ask for an upfront salary, and will settle for equity when they are convinced by the project.
Don't stop trying to find them until you do, otherwise, you'll end up with more debts and no product to show for.
People that understand the risks (REALLY understand them) and are still willing to take on that journey with you are incredibly valuable. 10 years from now, if you're successful, they're the ones you'll raise your glass to, so don't treat them as 'resources'. Consider them business partners, friends, share everything with them. It's really worth it.
-No rush, welcome criticism
Don't rush into your project. You have a million ideas, all of which seem valuable. Reassess the scope, consult with fellow indies or even gamers. Try to see if your project has value. Don't just sell the high level concept, show them early stuff. Be ready to quit on a project if there are no signs of excitement.
However, once you DO know there is value in what you are doing, ignore the negative criticism, focus on getting the game better, and ignore everyone that says it will fail.
You're the only one that knows how much it costs to do for real, and the global vision of the game should be in your head. It is possible you are making a game that no one has ever tried before, so how could they know that its going to fail? If you've passed the curiosity step, don't let anything deflate you.
A lot of developers oscillate between the 'this is great / this is shit syndrome' the key to avoiding that is to set milestones. You have until your first milestone to determine whether you will make the game or not. If you pass that milestone, you will undeniably have to ship this game (although it will change in scope and feature set).
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You need money to make money. Remember that being indie will not pay as much as having a job, but you'll be your own boss, and though stressful, this has value. It's possible you aren't born to be your own boss, recognize this for what it is, and join another indie if its the case.
- Learn from your mistakes:
Its actually interesting to make post-mortems about segments of your production cycle. It helps you word, define and narrow down problems you've felt by haven't identified. Production methodologies like a loose scrum structure are particularly fitting here. They're also quite natural for a self-deterministic indie team.
Sitting down as a group and discussing what we've done, and what we'll do, is something often ignored. If you plan to go indie, with a team of 3, keeping each other up to date on everything will be hard. Scrum is a framework that can really help with that, without putting an actual complex system into place (its literally as simple as cardboard if you wish it to be).