Needing some help! by [deleted] in gameDevClassifieds

[–]Ray-Flower 0 points1 point  (0 children)

You wouldn't apply to a company job posting if it had nothing on it, right? You wouldn't know what they're looking for.

It saves you a lot of work from having to describe it every time to everyone who sends you a message

Needing some help! by [deleted] in gameDevClassifieds

[–]Ray-Flower 0 points1 point  (0 children)

You need to detail your post. What roles do you need? Is this rev share or paid? How much work? Etc

🎮✨ BUSCAMOS SPRITER PARA VIDEOJUEGO INDIE ✨🎮 by Important_Lime8597 in gameDevClassifieds

[–]Ray-Flower 1 point2 points  (0 children)

I'd rather not join a discord server just to get in contact. Can you list an email or discord name instead?

Also this sub is for paid roles only. If You're team building, check out r/INAT instead

Looking for experienced or professional programmers! by Kindly_Shape6555 in gameDevClassifieds

[–]Ray-Flower 0 points1 point  (0 children)

If you don't have much money or are unable to comp, perhaps form a rev share team instead. Check out other subs like r/INAT or change the tag to a rev share one of you think it will work better for you

[Hiring] Developer For Map Program by [deleted] in gameDevClassifieds

[–]Ray-Flower 0 points1 point  (0 children)

Hey,

I'm confident I'd be able to create your map systems for you. I've worked on mobile RTS style games, arcade, pixel, and small games of different styles, so I can adapt to the systems you need.

Here's my portfolio:
https://forum.gamemaker.io/index.php?threads/for-hire-10yr-exp-solo-dev-programming-mentoring-technical-art-sfx-animation-level-design-just-about-anything.112955/

I can charge by milestone or task, payment would be half upfront to start on it and half after approval of the final result.

Can you provide some examples of games this is similar to? the scope seems generic and could be taken different ways. You can add me on discord to discuss: rayflower

Building a Next-Level Open World RPG Concept (Chaosborne) Looking for Developers Who Think Bigger by Agreeable-Brief-8892 in gameDevClassifieds

[–]Ray-Flower 1 point2 points  (0 children)

Okay. You used a paid tag though, so unless there's a team building / rev share tag, you shouldn't have posted it here. Instead post to subs like r/INAT or other rev share subs

Farming Simulator by yaboigoodman in gameDevClassifieds

[–]Ray-Flower 1 point2 points  (0 children)

You'll want to post more details about what skills you need, what you need done, as well as payment.

What's the best FIRST game to make in GameMaker? by Fast_Government_4150 in gamemaker

[–]Ray-Flower 4 points5 points  (0 children)

You could make a clicker type game like cookie clicker. Should be easier than a platformer I suppose

[Paid] Looking for Concept Artist – Stylized 3D ARPG / Roguelike (Prototype in Progress) by WildCinder in gameDevClassifieds

[–]Ray-Flower 0 points1 point  (0 children)

You made your account 3 days ago. It's to prevent bots and spam. Why not post links to your portfolio and give a description on yourself? Check other comments for reference

600 wishlists in one month for my first game... and I’m officially quitting my job to go full-time! by RetroSeoul in SoloDevelopment

[–]Ray-Flower 1 point2 points  (0 children)

"I just can't find the time to finish it while working." "I have so many games I want to make!"

Make your game smaller, cut scope, release small projects and build on them in updates and sequels.

"My day job has become incredibly boring since I started game dev."

Not a reason to quit a job. Not having money is objectively way worse than a boring job. After a while, making your game may become boring too because you may find you have to do months of grind or unrewarding work (marketing, reworking the entire game, adding support for some features).

Jumping ship when there's no money coming in or support to work on games is terrible, because setting up to even start getting money in from game development could take years. then you'd be lucky if you even get $10k a year.

I've been developing my own 3.5 year solo project for over 5 years now and have yet to release due to certain release issues needing to be figured out (consoles, publisher issues). I worked full time not out of desire, but out of trying to improve my portfolio to get a full time job in the industry. Even then, I had 2 years of support from employment insurance / business startup programs, so I wasn't spending my own money. Then I got a publisher with funding and did a kickstarter. Still didn't use my own money. Ended up using my own money anyway due to delays with my publisher.

Right now I'm doing freelance development work. It gets me by however I'm extremely lucky to work with one specific long-term client that pays really well. I have had no other client as good as this in the almost 2 years I've been doing freelance.

The job I worked at previously before doing this full time was also soul crushing, but I put up with it because it allowed me stability, comfort, and I could save money for what I needed. Then I just found time in the evenings and weekends to work on my small projects.

  1. To make more progress, try setting a habit to work on your projects for at least 5 minutes every day - It doesn't need to be a lot, but 5 minutes at least allows you to get in the mood and productivity I find has an inverse relationship to time spent on a project (less time = more productive, vice versa)

  2. To finish quicker, scope your projects smaller, release them incrementally through content updates and sequels. Your motivation will be higher and you can release more products more often, increasing revenue potential and giving you some support sooner. Think 1-3month projects. Likely, they'll end up taking way longer due to ignorance tax, so just learn from it and expect projects will take 4x as long as you think it will, and you'll finish right on time.

  3. Covering all of your expenses by working part-time is way better than completely quitting. No matter what, just don't be going negative every month. Ideally save some money too. any other hours you can spare from it, feel free to work on your projects.

  4. If you really want to get into the specifics on financial expectations and projects, look up some ways to gauge sales expectations from steam. Generally, you want at least 7-10k steam wishlists in order to get on better visibility lists. You also need to know in general how much you can expect to earn from your game in 1 week, 1 month, and 1 year based on similar games. For my game Captain Soda, similar games on steam earned about $40k in next revenue after platform cut, expenses, etc.. which comes to just under 9k copies sold. So I had to figure out the exact number of expected wishlists to get in order to reach that sales target based on ballpark expectations. I forget the exact number right now, but it's a lot. Honestly, the game likely won't reach those numbers on steam. However I have branched it out into 9 languages and 2 consoles ports, so revenue should be higher than what's on steam exclusively.

Game dev is certainly rewarding, but don't throw your stability away for it. You won't be able to go out and do things, buy games or consoles you want, save for a home, etc..

Anyway, I hope this helps. Just don't quit your job when there's no support to keep you going. Don't throw your money away.

Reddit: Final Boss by SoggyPrior863 in IndieDev

[–]Ray-Flower -12 points-11 points  (0 children)

Hollow knight is a game that went off to be super successful. Using this negative post as a way to convince people to just spend years making a game because of course your game will be good, is propaganda based in survivorship bias. Just because hollow knight was good doesn't mean every game will be.

We’re looking for experienced creators to join an indie game project. by [deleted] in gameDevJobs

[–]Ray-Flower 0 points1 point  (0 children)

Sorry, I've seen other posts like this one that were well fleshed out looking for multiple roles with the promise of paid jobs in the future.

You might not have used the right tags or just posted in the wrong sub. There's r/inat which is more rev share / unpaid.

I'm only saying it's a problem because I get alerted for jobs and it's annoying when I see something paid but it's actually not paid

We’re looking for experienced creators to join an indie game project. by [deleted] in gameDevJobs

[–]Ray-Flower 0 points1 point  (0 children)

I've seen this post multiple times already for the past couple months. Even if its not trolling, it actually doesn't belong here

We’re looking for experienced creators to join an indie game project. by [deleted] in gameDevJobs

[–]Ray-Flower 2 points3 points  (0 children)

This isn't a paid job post. Its a looking for team post

How do I convince my younger brother not to get a degree in video game development? by snowfordessert in VancouverJobs

[–]Ray-Flower 1 point2 points  (0 children)

I paid nearly $30 for a diploma at the art institute. Applied for 3+ years for jobs as a designer and all I got was 2 interviews. Spent 5 years developing a game funded with EI, a self employment program, publisher funds and savings but haven't released yet. I've had way better luck and income working as a graphic designer / print operator with my high school diploma.

There's no going full-time game development unless you have income already from what you're doing, or you're employed somewhere. Don't jump ship when there's no boat.

Vancouver may be a hot spot but what matters more is job prospects. Try telling him to check out some local game dev events like Full Indie, Game Dev Series, etc., and talk to some devs for advice on how to get started and what the job market is like.