How much can you make as an Indie Developer - Dust force sales figures

edited in General
This article is pretty fantastic if you haven't read it:

http://hitboxteam.com/dustforce-sales-figures

Bearing mind this gives you the upper bound of reasonable success. They made a great game, got it onto steam and humble bundle. Many more great games don't.

The most telling thing for me was the initial outlay required to make the game (seeing that's the reality I'm currently dealing with). Thanks to winning a competition they had $100 000 to play with (combination of hard work and luck), and that was enough for 3 developers to spend a year and half in production. That might seem like a lot, but by my own roughshod calculations it's pretty spot on. A million rand is only enough to pay four/five people a modest salary for a year.

Perhaps others (Freelives/QCF/Luma?) would like to comment, but it's quite a harsh business reality. Of course you can lower the cost by employing interns/younger members, or by having partners equally dedicated to the cause and living on their own savings.

Personally I'm working towards the "able-to-pay-myself" route and saving as much money as I possibly can. Perhaps sage wisdom would be to think smaller and build games I know I can make by myself. It also becomes obvious why alternative funding models like kick starter are so appealing. Alpha preleases are also an option. Even so I'm starting to appreciate how publishers might still have a place in this world...

Comments

  • A million rand is only enough to pay four/five people a modest salary for a year.
    If GameDev salaries are anything like Digital Agency salaries (which I would assume they are) I'm not too sure you'd get experienced devs/artists/CDs at R200k-R250k per year before tax, to be honest.

    Just a thought.
  • That doesn't seem like a lot. R200k-R250k per year R200k seems like a proven junior developer's introduction pay. I'm sure you'd need an intermediate or higher for developing a game, especially solo. And in the Software dev industry, that seems to be in the 300k-500k range?
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    If GameDev salaries are anything like Digital Agency salaries (which I would assume they are) I'm not too sure you'd get experienced devs/artists/CDs at R200k-R250k per year before tax, to be honest.
    I would advise against assuming anything about salaries in the local game development scene. I'm not sure how much Luma pays, but I can say that QCF doesn't pay anywhere near that sort of salary. Part of that is the idea that you're building revenue share in the games you're working on, the rest is that budgets are budgets and trying to lower costs means we live off pretty much the bare minimum we can afford to.

    I don't think anyone should really try to get into indie game development if they're looking for epic salaries month to month, it's pretty much startup gruel and ramen culture. Plus game industry salaries globally tend to be lower than equivalently skilled jobs in different sectors - you're dealing with the desire that people have to make games, I want to be paid more to get up and drive to some horrible office and push out web pages for 8 hours a day.

    I know that $100K isn't a ton of money to make a top-flight indie game in the US. It's a reasonable chunk of a local game budget though, especially if you keep your team size small. Desktop Dungeons has eaten around $170K so far and that's seen as incredibly cheap by our US friends. A discussion we had at EA went "If I were you, I'd put another $10M into Desktop Dungeons and ..." note the another.

    Basically, do whatever you have to do to alleviate pressure on yourself if you're making a game. Financial pressure is a big part of that, expectations of comparative salaries to even junior positions will probably destroy any budget you have faster than you can imagine. Either remove the need for a salary from your games at all by not being full-time, or make damn sure that your expectations are solid and you're going to turn a profit with your game. That takes a lot of experience to get right, experience which is comparatively expensive to earn.

    tl/dr: I am poor as fuck. But I'm earning more than I used to pay myself.

    P.S. I charge a ton for consulting, mostly because that what it costs to stop me working on DD for that long, plus my experience is worth a lot more in the market.
  • Part of that is the idea that you're building revenue share in the games you're working on, the rest is that budgets are budgets and trying to lower costs means we live off pretty much the bare minimum we can afford to.
    Ah, okay. If you don't mind me asking, do team members get remunerated on a profit-sharing system as well or is it just salaries?
  • I don't think anyone should really try to get into indie game development if they're looking for epic salaries month to month, it's pretty much startup gruel and ramen culture. Plus game industry salaries globally tend to be lower than equivalently skilled jobs in different sectors - you're dealing with the desire that people have to make games, I want to be paid more to get up and drive to some horrible office and push out web pages for 8 hours a day.
    I was under the impression that game dev tends to pay more than software dev. (It is not why I want to get into game dev, I am more than willing to give up a big paycheck in order to do something I like) It just seems wrong that it's the other way around. From my experience, software developers solve problems, while game developers push boundaries. My biggest problem I had to solve as a software developer in 3 years was making software that can convert videos into formats that will cover the majority of the cellphone market and deliver the right video format, size, and encoding to a device. One of the smaller issues my game developer friend at an MMO had to contend with was synchronizing the movements of randomly generated pedestrians over dozens of different clients without sending truckloads of data.
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    There are two ways to look at this, traditional salaries vs "lets make something awesome and what do we need to prevent starvation while we're at it?" I know @dislekcia is definitely coming form the second point of view: "startup gruel and ramen culture".

    I agree that if you're trying to pay competitive salaries for experienced people you can easily double those figures.

    I was basing assumptions presented in the article: "what do you need to not worry about food".
    Let's assume the person has a decent amount of experience (mid level - senior), believes in your creative vision, and is seeking more creative license to do what they love. They are willing to take a pay downgrade to do so, but how far can they go? If they have a family and mortgage to support, not very far at all. So assume no family, modest rent, no car payments, but still would like to be able to cover surprise emergencies and afford things like medical aid, well then you start getting to the figures I'm working with. I believe @dislekcia and co take this further and are living incredibly lean, for that I commend them.

    Point being that starting a legitimate business in the game industry (in South Africa) is really hard. A million isn't a lot of money in business terms, but for an individual trying to raise capital start a legitimate video games studio, it starts looking like a huge amount. The figures themselves are just semantics though. Even the figure of $ 170 K quoted by @dislekcia translates to "A LOT OF MONEY", regardless of how far they've stretched that.

    I'm mostly just trying to learn how to wear my business hat, rather than whinging about how unfair everything is. :)
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    Ah, okay. If you don't mind me asking, do team members get remunerated on a profit-sharing system as well or is it just salaries?
    QCF does profit sharing. Basic salary if you need it while you're working full time, profit share adjusted accordingly.
    I was under the impression that game dev tends to pay more than software dev. (It is not why I want to get into game dev, I am more than willing to give up a big paycheck in order to do something I like) It just seems wrong that it's the other way around. From my experience, software developers solve problems, while game developers push boundaries. My biggest problem I had to solve as a software developer in 3 years was making software that can convert videos into formats that will cover the majority of the cellphone market and deliver the right video format, size, and encoding to a device. One of the smaller issues my game developer friend at an MMO had to contend with was synchronizing the movements of randomly generated pedestrians over dozens of different clients without sending truckloads of data.
    It's been a constant trend in Game Developer Salary Survey results (google that phrase) that game dev salaries across the globe are lower than equivalent positions in other industries. I'm really not sure why you would imagine that it would be otherwise ;) Just because something is harder to do, doesn't mean that the job market is going to pay accordingly. Game companies and publishers are some of the most aggressively managed businesses in the world, yet the people who work for them are there because they're enamored with what their employer is asking them to do. That sort of good will has been seriously abused to result in both lower pay across the board and horrible working hours and management practices. You know about the EAspouse events and general quality of life debate around traditional game development employment, right?

    Also, don't compare the local game development industry to the international space. We don't have people like Ubisoft, Activision or EA in our local space, pushing up salaries by hiring people away from their existing jobs. Yes, I earned more at I-Imagine than I do now, but that doesn't mean that there are anything like competitive salaries in local game development outside of the gambling companies in Durban.

    Indie game development, once it goes full-time, has much more in common with startup entrepreneurship than it does with the traditional games industry. You're investing time and money into a product that you intend to make a return on. All of your resources need to be managed to make that product grow - you're generally not viewing a salary as "this is my only income" when you're in that mode, it's more like "this is an expense I can minimise to seriously lower my burn rate". That's how you need to think in order to be good at the business part of being indie. Indies earn when a project does well, just like other entrepreneurs.

    I can talk about the repercussions of that last sentence for ages, but basically it means that I see a lot of locals making some very worrying business decisions based on expectations they have for their projects that simply aren't grounded in results. The Dustforce devs were smart: They only invested large amounts of time and money into their game once they saw that it had potential based on the reactions the game got in the greater marketplace, even then they only had modest expectations and weren't planning to be millionaires in a year. (Plus they're really nice guys in general, had a great conversation about MoBAs at GDC and The Spire looks amazing)
  • basically it means that I see a lot of locals making some very worrying business decisions based on expectations they have for their projects that simply aren't grounded in results. The Dustforce devs were smart
    Sage words. Being more business smart, because well I know near jack about business. Definitely nothing gets past Begin without a MVP (minimum viable product) that's proven itself in some way. Also their question wasn't "how rich can I become" but rather "how much do we need to make sure we can do this again?"
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    Remuneration in a job is usually inversely proportional to the fun you're having, until you get to the top top top, then it doesn't matter anymore ;)

    Everyone would make games if they a) Had the expertise b) it were easy. It's the modern equivalent of manga artists in Japan, "pure" artists in the art field, etc.

    It's logical, really. The more people want to do something, the more people are available to do it, supply increases, demand drops. In the same skill level, less people want to be software engineering accountants. So Supply drop, demand increases, prices go up.

    Who doesn't wanna tighten up the graphics on level 3 for a job? :) Those who actually stick around in this highly attractive job are the ones who saw past the initial veil of funness, and are now dedicated - but the core of it is still FUN and self-motivational drive.

    If making games were as "fun" as accounting, and pays less than accounting, and took the same skills as accounting, would you do it?
  • I was under the impression that game dev tends to pay more than software dev.
    It's been a constant trend in Game Developer Salary Survey results (google that phrase) that game dev salaries across the globe are lower than equivalent positions in other industries. I'm really not sure why you would imagine that it would be otherwise Just because something is harder to do, doesn't mean that the job market is going to pay accordingly. Game companies and publishers are some of the most aggressively managed businesses in the world, yet the people who work for them are there because they're enamored with what their employer is asking them to do. That sort of good will has been seriously abused to result in both lower pay across the board and horrible working hours and management practices. You know about the EAspouse events and general quality of life debate around traditional game development employment, right?
    What dislekcia said.

    It comes down to supply vs demand. There is vastly more supply of labour (talented, dedicated people wanting to work in the "cool" industry of game development) than there is demand for it (available jobs). Which pushes salaries down and allows companies to get away with treating employees as disposable. If you quit because you have a kid and can't work every weekend for 8 months in a row, there are 5 eager graduates with no social lives waiting to take your place.

    Average lifespan for a developer in the game industry before they burn out and move out to normal software dev (where hours are lower, benefits and salary higher, and stability greater) is 5 years, from what I've read.
  • You know about the EAspouse events and general quality of life debate around traditional game development employment, right?
    First time I've heard about it. I heard things where pretty bad at CCP too, but that was years ago. I'm quite shocked.
    Everyone would make games if they a) Had the expertise b) it were easy.
    Most of the programmers I work with have very little interest in games, and most certainly would never want to work in a game dev company. One of my friends is also an avid gamer, and doesn't want to touch game development. And I heard a friend of mine who works at a MMO company that they turn down any programmer who is not interested in gaming. I guess those two things gave me the impression that the market was different.
  • I find it hard to trust anyone that got into programming for reasons other than to make games... It always seems like that's why people started trying to program, but loads of them give up and sour to the idea. It's like a self-defense mechanism, I guess.

    But yeah, the coders that never wanted to make games, ever? Creeeeeeeeeepy.
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    Some folks freaking LOVE security man : P

    Though why they don't develop awesome hacker games eludes me.

    And some folks enjoy solving database problems...

    Though why they don't develop clever mathematical puzzle games has me totally left in the dark.

    <_<

    >_>
  • @BlackShipsFilltheSky Well, real-life security is painfully boring, so maybe that's one reason? :)
  • @BlackShipsFilltheSky crazy hacky programmer games? I give you SpaceChem it's fucking crack for engineers!

    Also Uplink is a cool hacky game? (I still need to play that, dodge judge me too harshly please)
  • @Karuji Uplink's a cool hacky /concept/, not quite sure it can be called a full-on game (there's like, 1 quest, in the whole game). Still, I loved it to bits :P
  • @Karuji @wogan: Hacker Evolution in my experience is the same as Uplink with more stuff.

    @dislekcia: Funny enough, I've heard the opposite being said. They say people who get into programming for games are more interested in the result than the actual process of programming. Before joining up here I actually knew extremely few people who are programmers and are interested in game programming. 4 of the people I know outside MGSA want to make games, out of the 20 programmers I know well.
  • Hacker Evolution felt just "better" than Uplink. Don't get me wrong I played both to death, then years later bought them on Steam, then played them to death again.

    Back to thread: In my company of 8 devs, it's pretty much me and 1 other person who would like to make games. I'm the only one who has actually made any progress (slow progress, but thats another thread).

    I've read many blog articles saying that people should get into indie games to make money. But I personally don't really see the money factor in it. I like programming, I love making games. It's just what I like. It's like this: People who buy proper 5k+ RC cars, don't buy them to win money racing them at competitions, we buy them because they are awesome. I think it's more of an interest for a person and not "How much money can this make me".
  • Hold up........you can make money racing RC cars? (Dusts off his RC racer, and prepares for race day.)

    On Topic: If I was able to recieve my current salary to work at a Game Development house, even as the guy that makes the coffee and brings the pizza, I would quit my job right now. So let me know, I'm "available"
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