Ask HN: I'm quitting my job, will create a game – any advice?
79 points| drinkcocacola | 5 years ago | reply
I am going to create a mobile game. I already have friend who is a graphic designer (and a gamer). We are pretty excited about some ideas and mechanics we've been exploring. I don't want to create "yet another RPG" that no one will play, but a "simple", entertaining game with a well defined business model and a well defined market target that hopefully will have enough traction to generate income. HN readers. I ask for advice! Some info you may find useful
- Country: Spain - Runaway $: (Just for me, for living) 12 - 18 months - Skills: Software engineer, programming mainly for Android and iOS, with a little of JS (Vue and friends) and a little of Spring + Big Data DBs.
Please share similar experiences, any advice regarding the project (still have not decided if Unity or Unreal Engine for instance) or just some encouraging words because I will need them.
Thanks!
[+] [-] nicpottier|5 years ago|reply
Building a mobile game that is profitable is a bit like the lottery. You need to build something great to have a chance of winning, but building something great is not a guarantee that you will win. I realize that goes for most business ventures, but I think it is more true for mobile games than most.
What captures the imagination of an audience is in large part a guessing game and a matter of luck. You can look at past successes as a demonstration of that. Flappy Bird was a hit for a bit but it wasn't exactly clear what was so different about it than so many before. Angry Birds started an insane franchise, but I'm not sure if the same game were launched today whether it would capture the same share of the market. It is just really really ephemeral.
But making games is fun, like really fun! I had more fun in those years than I have at any other point in my career. We were banging out a game a month and having a blast doing it. This was very early so we knew there was audience enough for each of those to pay the bills, but I wouldn't count on that these days.
So all of that to say, do it! But don't expect to pay the bills doing it. Maybe you will, maybe you won't, but it is very much either rags or riches with very little predictability on where you arrive.
[+] [-] nicpottier|5 years ago|reply
If I can offer any advice it is to focus on simple mechanics and keep production costs way down. Don't spend more than three months on launching your first title.
[+] [-] taphangum|5 years ago|reply
If you target a specific group people initially, and make something 'for them'. As one of them. You place yourself in a much greater position to succeed than if you had simply made a game in the abstract in the terms of who it is for.
A great example of this is the FIFA franchise. And most of the football related franchises for that matter. It seems like if you meet the criteria of making a great game, as the OP has stated, failing within these categories is in some ways, harder than succeeding.
[+] [-] unknown|5 years ago|reply
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[+] [-] squibbles|5 years ago|reply
Cash is king. Nothing is more important than cash flow. A runway is not a development budget -- it is a loan in the form of opportunity cost. Always look for income at all times. And never, ever borrow money for the project.
Regarding people, keep active contacts with other people. Do not shelter behind closed doors. The world moves quickly, and if your team withdraws into its own bubble for 12 months, when you emerge you will find the world to be very different.
Regarding tech, Unity will work better than Unreal because a small team needs to reduce technical overhead as much as possible.
Regarding gameplay, favor simplicity over complexity.
Regarding art, maintain a cohesive and unique style across all elements of design.
Regarding players, start looking for them from day 1. It takes a long time and a lot of work to build a following. And remember, the players are not your customers -- they are your new boss.
[+] [-] MeinBlutIstBlau|5 years ago|reply
[+] [-] tomcam|5 years ago|reply
Regarding your profile, when I read it I feel like I am already in the middle of a game.
[+] [-] patrick_halina|5 years ago|reply
What not to do: spend a year coding a game in your basement, then "release" it and hope it grows from word of mouth. Those days are long gone.
[+] [-] bzzzt|5 years ago|reply
[+] [-] tomcam|5 years ago|reply
[+] [-] auslegung|5 years ago|reply
Good luck! You have a great runway if you’re able to avoid common pitfalls. And even if you never make enough money you (probably) can get another software job easily.
[+] [-] cteague|5 years ago|reply
[+] [-] MeinBlutIstBlau|5 years ago|reply
[+] [-] WhompingWindows|5 years ago|reply
[+] [-] nmfisher|5 years ago|reply
At some point you’re just draining yourself of every spare hour, you’re underperforming at your day job, and you’re not really moving forward.
It’s ok to do for a month or so as a litmus test, but after that I fully support diving in full time (in full knowledge that there’s a 95% chance you’ll fail).
You can always get another job.
[+] [-] auslegung|5 years ago|reply
[+] [-] at_|5 years ago|reply
[+] [-] p1esk|5 years ago|reply
[+] [-] atum47|5 years ago|reply
[+] [-] krajzeg|5 years ago|reply
- Validate the idea. Try building a prototype and verifying your idea before comitting to it. You'll learn a lot about whether your game idea is fun/can be made fun, and learn the ropes of your new dev environment in a way that'll let you throw away your early code with no regrets.
- Pick Unity if you don't have experience with either. You'll get to results faster, and at solo dev scale, the quality Unreal offers won't matter.
- If you've decided on a mobile game, do some research on how effective monetization on mobile works, come to terms with how bad the options are and decide if you're still into it
- Runway seems OK for what you're doing, but word of advice: it is mentally taxing to some people to be in financial "freefall". I know this hit me hard when I made a similar decision to yours.
That said, there are a lot of good parts as well. Seeing people play and enjoy your brainchild is definitely more rewarding than working somebody else's startup or company, and as a venue for creativity, game development is hard to beat for somebody with a programmer skillset.
[+] [-] vannevar|5 years ago|reply
[+] [-] NoOneNew|5 years ago|reply
B. Cashflow coming in immediately is super rare. However you distribute or make a deal, it easily takes 1 month to actually see the real, usable money. I've had a lot of deals that were "ready to go" and still took about 2 to 3 months to finalize.
C. Your mental health is your most prized, valuable possession. Avoid burnout. Sleep regularly and well. Stay to a schedule. Eat healthy. Exercise. Do not work more than 10 hours a day, no matter how badly you want to. That 18 hour sprint means you'll work 40% efficiency the next day. Plus you risk burnout. One day off a week minimum devoted 100% to fun and/or relaxing.
D. Organize and learn you will be juggling short, mid and long term goals. Dont sacrifice one too much for the others. Find balance.
E. Dont bite off more than you can chew or be too ambitious. Yes, ambition is good, but you're juggling high risk. If you make an easier game 1 to do that extends your dev time by another year in cash flow, game 2 could be grander than your current vision. Plus you have experience to help you. You might be better off build 2 to 4 smaller games that help you build cash flow and experience that all give you the skills to tackle your dream project with precision.
F. Theres a lot of shitty advice on the internet. In the end, trust your hard earned experiences over someone else's "never did it" bullshit.
Good luck.
[+] [-] satysin|5 years ago|reply
Perhaps you can go part time or take 3 or 6 month (unpaid) leave?
I wish you all the best whatever you choose to do. Make sure you post an update when you have something to show.
Also maybe go the 'devlog' route and document the process on YouTube and Twitch as those are pretty popular right now and is a good way to gauge interest and feedback for "free".
[+] [-] m00x|5 years ago|reply
[+] [-] markus_zhang|5 years ago|reply
From the look of it, the landscape of mobile gaming is pretty competetive nowadays. I'm not sure which genre you are targeting, but from what you are describing I think it's a casual game? I strongly recommend Deconstructor of Fun to you as it covers mobile gaming pretty extensively and we have been using it for industry information from day zero. Subscribe to the newsletter and try to figure out the landscape for your genre, and see where you can find an edge.
That said, unless you have been going through a full scale mobile gaming dev from begining to end, you might overlook some aspects. For example, you didn't mention method of marketing (but do have a market target), but that's one of the key areas that contribute to the success of a mobile game (and pretty much every indie game), and could be pretty expensive if you go through some channels.
Another thing to think is how easy it is for others to copy your game. It's almost fair practice that companies start copying other games, not only the gameplay flow, but even the look and style of it. Big companies do that as well, so be careful.
Your financial looks good, 12-18 months should be good (I'd target for 2 years though), and about the engine, we are using Unity, but I guess it depends on the project and your experience. If you think the gae won't have top graphics and you don't have a solid C++ background, maybe Unity is easier?
[+] [-] underseacables|5 years ago|reply
[+] [-] gamblor956|5 years ago|reply
As for engine, Unity if you know C#, Unreal if you prefer C. Unity if you like documentation, Unreal if the lack of documentation doesn't deter you. Unreal has a better networking stack.
[+] [-] dinkblam|5 years ago|reply
i wasted 18 months on creating a game. it was an awful time with millions of boring-but-necessary tasks and sales on mac+linux+windows were basically zero.
if i had a time-machine, this would be the one decision i'd reverse.
[+] [-] Javantea_|5 years ago|reply
[+] [-] nmfisher|5 years ago|reply
[+] [-] m00x|5 years ago|reply
[+] [-] beningrad|5 years ago|reply
All the best engineering, art, audio, marketing, and polish in the world won't make a game more fun. Stickiness comes from game design and game design comes from iteration.
[+] [-] friendlybus|5 years ago|reply
[+] [-] yarcob|5 years ago|reply
The biggest mistake that people make is waiting too long before showing people what they are doing, and after they put in months of effort they are disappointed that nobody seems to care about their stuff.
If you can't find someone who will play your really rough first proof of concept, then you probably won't find people who will play the finished game either.
(Also, just because someone will try one version of the game, doesn't mean they'll be your beta tester for ever. You'll need to find new people to try your game all the time. If your game is good it should get easier.)
[+] [-] speeder|5 years ago|reply
1. Kidoteca never turned a profit, mind you over time the revenue is not terrible, but investors lost their money basically, games are still for sale and still generating revenue but too slowly to be useful.
2. Many bigger investors are wary of supporting such business, because they got scammed (games in general have some fraud here and there, mobile game industry, has rampant fraud, IP theft, actual physical stuff theft, and a bunch of other crimes, corruption, government espionage... it is just nuts).
3. If you still want to try anyway, knowing all that... there is a whole industry named "hypercasual" games, where you create a simple game, and publish through some platforms, and if the game is successful, they help you spread it further and share the revenue with you.
4. DO NOT attempt to make PC/console-style games on mobile, you will lose money, people that want "real" games do it on a Switch or PC or a Dingoo (a cheap mobile console from Korea) and so on.
5. As much as I wish selling games directly were a good business model on mobile, it isn't, people just want free stuff, so you have to rely on freemium or ads, sadly for Kidoteca case both of these models are terrible considering our target market (kids below 6). One of our competitors that had success, did so by having the game be the advertising in first place, ie: the game purpose is make the brand known, and then they get money selling cartoons, toys, t-shirts, etc...
[+] [-] WhompingWindows|5 years ago|reply
[+] [-] jek0|5 years ago|reply
We've spend a year and a half building a game that made us just over $1000. You increase your odds by having a name in the industry: known game designer, known franchise, known publisher, something that will put you in the front page of gaming websites for a few hours, but even that is just a push, no guarantees. You can also go for a quantitative strategy: build lot of small simple games. This last strategy worked better for us.
Make sure you take this decision knowing that failing is by far the most likely outcome. That's the hard truth about the game industry.
Sorry if those are not the encouraging words you hoped.
[+] [-] closed|5 years ago|reply
Don't plan to do any work in the first month.
I ended up doing a ton of cleaning / organizing my apartment. Straightened out finances. Started journaling. Tried things like taking freakishly long walks.
After a month I not only felt ready to work, but also that I had prepped a lot of useful habits!
[+] [-] tb303|5 years ago|reply
[+] [-] butz|5 years ago|reply
As for games on mobile platforms, be prepared if you will create something new and unique - it will have dozen of clones on day three after launch.