Indie Game Developers Talk About Why They Struck Out On Their Own
Nerval's Lobster (2598977) writes Technology writer Jon Brodkin sat down with a group of indie game developers (as well as a professor at the University of Southern California's game-design program) to talk about why they decided to launch their own small studios rather than stick with comfortable (albeit stressful) jobs at major firms like Disney or Zynga. The answer, as you'd expect, boils down to control. "Working for a bigger company is a good way to gain experience, and learn how games are made," said Graham Smith, one of the co-founders of Toronto-based DrinkBox Studios. "It's also nice to have a steady salary coming in as you learn the ropes. On the flip side, depending on the company, you might not have much control over the game's design, or even be making the types of games that you enjoy playing." But startups come with their own challenges, not the least of which is the prospect of an economic downturn quickly wiping you out, or not making your Kickstarter goal.
While attending Apple's WWDC a couple years back and looking around during the lunch break, I noticed indie devs looking at the corp devs with envy, lamenting how great it must be working for a big company with all those perks, resources, tight social connections, regular paychecks, etc.
Listening to the corp devs, they were all eyeing the indies, jealous of the perceived freedoms to set their own project priorities and schedules while eft alone to focus on whatever they liked at a given point in time.
Google "EA Spouse" for why you shouldn't be in the "mainstream" gaming industry.
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