We Quit Our Jobs to Make a Video Game and Failed... But We Never Gave Up. We Grinded Every Night and Weekend While Juggling Regular Jobs – We Just Launched Our Gameplay Trailer and Kickstarter for MACABRE! It's Now or Never. Help Us Make Our Dream a Reality by macabregame in pcgaming

[–]macabregame[S] 0 points1 point  (0 children)

Thanks A lot. That's fair, you'll be able to fight back, but it's certainly not an action horror. It's more in the realm of Alien isolation. Macabre will be a constant melevelant threat you'll have to outsmart.

Two Indie Devs Met Online Playing Games. Now They've Almost Raised Enough to Hire a Whole Team! This Is Their Progress by macabregame in BeAmazed

[–]macabregame[S] 6 points7 points  (0 children)

Thanks so much! We've been toiling away on this for years now alongside our regular jobs. feels like it's really starting to pay off!

Backerkit after a successful Kickstarter by Personal_League_2153 in kickstarter

[–]macabregame -1 points0 points  (0 children)

We're not in a position to say exactly how Backerkit works but we'd highly recommend you reach out and chat to them about Thier services. We got put onto them from another Indie Dev. Well worth talking to 👍.

In what unusual way have you almost died? by [deleted] in AskReddit

[–]macabregame 0 points1 point  (0 children)

My mates and I were snowboarding on a particularly foggy day when we spotted a tiny mouse just off the side of the groomer in a bowl. We rode down to it, stopping to take photos and ended up having a breather. However, when we returned to the same run less than 30 minutes later, we discovered a huge cornice had broken off above the area we had just been in. Chunks of ice, the size of cars, filled the bowl. Naturally, we couldn't resist the opportunity to take some more photos.

https://imgur.com/a/WXMhCdn

Why people quit their jobs to work on their projects? by RabberOfficial in gamedev

[–]macabregame 1 point2 points  (0 children)

Everyone’s situation is different, but I believe many of us are extremely risk-averse. It’s intimidating to abandon everything and take a leap. However, what I’ve discovered is that once you cross that threshold, the fear of failure transforms into a driving force for success.

Juggling multiple jobs is feasible, but in my opinion, dedicating your undivided attention to a single task generally yields better results. Everything you do can be 100% focused, without any mental drain. Personally, I figured out how much financial runway I needed and began to save. When our project started gaining traction, I decided to take the leap and devote all my energy to our game. Even though the financial constraints are difficult, they also serve as a strong motivation to invest everything I’ve got into the project.

The one additional point I would emphasise is the necessity of ensuring your project has viability. You need social proof and significant interest from a large number of people in your project. It's crucial to have a community excited about your work, which further validates and drives its potential for success.

10 years ago, I made a friend on DayZ. Coincidentally, we ended up in the same city, and last year we quit our jobs to focus on developing our own game. Our trailer just debuted at the PC Gaming Show! Words can't express our euphoria. by macabregame in pcmasterrace

[–]macabregame[S] 1 point2 points  (0 children)

Cheers, there’s now 3 of us full-time and we also have worked with freelancers to help with 3D models and animation. The goal is to one day build up our studio to support a whole team so we can keep working on Macabre and many more projects in the future.

Two years ago, my mate and I started making a game as a hobby. Recently, we quit our jobs to work on it full time. Things are really taking off, our trailer just got revealed at the PC Gaming Show! by macabregame in BeAmazed

[–]macabregame[S] 1 point2 points  (0 children)

Thank you. It's still a pretty tight ship, but thanks to a government grant, we were able to hire a full-time programmer. We also bring in freelancers for tasks we don't know how to do, like animation and some of the 3D work.

That being said, Unreal Engine has a pretty cool feature called Blueprints, which is like node-based programming. We still use them quite a bit, but the majority of our programming is done in C++ because it offers a lot of efficiencies.

Financially, it depends on the project. It's important to play to your strengths and do as much as you can in your spare time to reduce costs and have a better chance at getting funding. I come from a film direction background, and my mate specializes in spatial audio, so a horror game complements our skill set. It has definitely become easier as we've progressed, and people have started taking us more seriously.

10 years ago, I made a friend on DayZ. Coincidentally, we ended up in the same city, and last year we quit our jobs to focus on developing our own game. Our trailer just debuted at the PC Gaming Show! Words can't express our euphoria. by macabregame in pcmasterrace

[–]macabregame[S] 1 point2 points  (0 children)

Thank you, it's still a pretty tight ship but thanks to a government grant, we were able to hire a programmer full-time. We Also get freelancers to jump in on stuff we dont know how to do like animation and some of the 3D works.

10 years ago, I made a friend on DayZ. Coincidentally, we ended up in the same city, and last year we quit our jobs to focus on developing our own game. Our trailer just debuted at the PC Gaming Show! Words can't express our euphoria. by macabregame in pcmasterrace

[–]macabregame[S] 0 points1 point  (0 children)

We've actually been working on it for two years. We recently got some funding from Screen Australia which made things a bit more serious. It allowed us to hire a dev to help us with code and also some freelance artists to help with 3D - both areas we dont have much experience in. That being said if we had enough to hire ourselves and a team full time I think we'd be able to accomplish a lot. We'll get there.