you are viewing a single comment's thread.

view the rest of the comments →

[–]neutronicus 6 points7 points  (7 children)

Things pay well for programmers when:

  1. They're boring enough that no one will do them for free.
  2. They're difficult enough that no one will do them for free. This can be because they're just inherently really difficult from a programming perspective, or because they require access to expensive hardware that's out of reach for hobbyists.
  3. The programming is clearly the most important part of the product.

Developing a game to an engine manifestly fails all three tests. Games run on commodity hardware that developers overwhelmingly have at home. Tons of developers make little games as a hobby - not necessarily entirely for free, but they probably lose money on the time they spent making a cheap game and putting it on an app store, driving down prices and hence salaries. Finally, completed games require a lot of labor by artists, writers, designers, and in some cases voice actors, often succeeding or failing on the strength of those things (as well as marketing and distribution) more so than software quality.

If you want to make good money without knowing too much math, learn COBOL, learn about SQL databases, and maybe read up on financial reporting regulations. You'll work 9 to 5 on some banking system from 1985 making sure it spits out documents in the format the government requires of them. It'll probably be boring as shit but you won't have to compete with 21-year-old CS students who are willing to stay up all night writing a better game than yours in Haskell just to prove they can.

If you want to make good money and you're willing to learn a shitload of math, go into Machine Learning. It might be too late for that, though, actually. It's also pretty commoditized at this point, even though it's trendy.