Often people become indie game developers the same way anyone first becomes an entrepreneur.
They fall into it and don’t realize just how big of a job they really have.
It’s one thing to be a hobbyist. You are doing game development for the love of doing it. You make games you want to play, . . . → Read More: Why Should I Compare My Efforts to Yours?
“You don’t know what it’s like out there! I’ve worked in the private sector. They expect results!” – Dr. Ray Stanz
I’ve been meaning to write about this topic for some time. Back in May of 2010, I put in my two weeks’ notice at my day job.
At the time, I wrote:
So . . . → Read More: I Have a Day Job Again
Ludum Dare was originally a 48-hour game development competition. Given a theme, you have 48 hours to create an entire game using no pre-existing assets. In recent years it has grown into a huge phenomenon, expanding into a dual-event that occurs three times annually. There are also Mini LDs each month between the major events. . . . → Read More: The Third Ludum Dare October Challenge
Years ago, I had a girlfriend who loved The Sims. She had the original game, plus a bunch of expansions. It represented quite a financial investment at a few hundred dollars.
Then she got a Mac when her PC died. Fortunately, The Sims has a Mac port.
Unfortunately, EA didn’t do the Mac . . . → Read More: Why Indies Rule: An FTL Purchase Mistake
Months ago, I wrote about how glad I was that I didn’t create a Kickstarter campaign to help fund Stop That Hero!‘s development. It wasn’t because I didn’t think Kickstarter was a good idea. It was because I didn’t want to do a half-ass campaign as an afterthought.
When Double Fine Studios had . . . → Read More: Kickstarter Is For Market Research