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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.

7 of 49 comments (clear)

  1. Grass is always greener by djupedal · · Score: 5, Interesting

    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.

    1. Re:Grass is always greener by i+kan+reed · · Score: 2

      I'm pretty sure what everyone actually wants is to be a successful indie dev, like Notch.

      It's not hard to recognize that video games is an overcrowded field, and jumping into it, on either "side", isn't an economically smart decision, but people choose to become artists and musicians too, because it's their dream. Some are going to succeed, even.

    2. Re:Grass is always greener by Anonymous Coward · · Score: 4, Interesting

      The way to do it:

      Get a job for a big non-gaming company, if possible in IT. Shape your IT department into something that can run day to day without your meddling, but make sure that there is at least a few areas in which you are indispensable, or at least able to fix in minutes what takes everyone else hours.

      Arrange a four day work week for yourself, even a three day if you can swing it. It helps having half an year of unused vacation from the years where you did not have a department, worked weekends, and could not take any days off.

      Become active on the indie development forums of the games you like to play, participate in betas, offer input, and look for an opportunity to make a killer mod. Ingratiate yourself to the owner of the company. Make sure that his design vision matches yours, as much as possible. Make damn sure you use different handles for each indie, and do not mess them up.

      Get hired to write self-contained modules for indie gaming companies. Game AI, especially strategy in action games, or single (hero) unit specialized tactical routines... Shit all over NDAs, but be moral about not using code from one project into the others. Feel free to use what you've learned, though.

      So... you have the best of both worlds. A steady paycheck and great benefits from your CTO job, and the chance to do lean and mean work for gaming companies that are creating great games... or at least games you think are great.

      No recognition, and credits only under your forum handles, but then you also get the chance of kicking ass and getting a great reputation as a player.

      I love it.

    3. Re:Grass is always greener by Charliemopps · · Score: 5, Insightful

      I'm pretty sure everyone DOES want to be a successful indie dev like notch... the problem is the chances of that happening are pretty slim. I don't do "games" so I'm not really in that boat, but I am a musician however. I'm damn good to. The problem isn't that you're not good enough, or don't put in enough time... there are plenty of people that are very smart, very creative, and put in enormous amounts of time. What has to happen is that what you are interested in and doing has to, completely by random, end up being the "Thing" one year.

      How many silly puzzle games were there before Tetris took off? It wasn't that tetris found some magical formula that, if discovered a few years earlier would have gotten just as huge. It's the combination of the programers skill, the design of the game, the hardware coming out at the right time and most importantly, the publics fickle interests just so happened to swing in the right direction at the same time that game came out.

      In music, if you were a Banjo player in the 80s and 90s, you'd be hard pressed to find work. Fast forward to todays music sceen and even pop starts are featuring Banjo in the background... who'd have thunk it. How are you supposed to prepare for something like that? It takes 10yrs to get good at an instrument. But the time you do, public interest has shifted.

      Luck is the most important part of commercially successful art. As such, being an independent is very risky.

  2. Do they need to give a reason? by Torp · · Score: 3, Informative

    Google "EA Spouse" for why you shouldn't be in the "mainstream" gaming industry.

    --
    I apologize for the lack of a signature.
    1. Re:Do they need to give a reason? by Dutch+Gun · · Score: 2

      Or for a reason why every other entertainment industry profession in California(whose Hollywood friendly laws EA was exploiting) is unionized.

      The last thing I want is my industry to become unionized. I'd prefer to negotiate my own salary rather than be paid some standard scale based on seniority, etc, and pay union dues for the privilege. Maybe that's attractive to some, but not to me. But then again, I'm okay with a higher risk-reward ratio than many, since I threw away a very attractive and well-paying job for a chance to make my own game.

      Keep in mind that not every company is like EA. While "crunch time" horror stories abound, there are companies out there that promote a healthy work-life balance as a selling feature of the company, like my last company. I think that more companies are realizing that forcing your best people to burn out on death marches doesn't produce better products and simply makes your best talent flee. From those inside EA, I heard that the "EA Spouse" story helped to turn things around inside the company, although I've only heard this third-hand. I've witnessed myself how a team forced through an insane crunch all but disintegrated at the conclusion of the project. I had a friend who worked at Sierra On-Line, and suffered for many years under incredibly poor and abusive management practices. Eventually, there tends to be something of a Darwinian process at work, where a company will get a very bad reputation inside the industry, and it suffers as a result. I think that this is one of the reasons EA had to clean up its act - you couldn't have paid me or a number of my friends any amount of money to work there.

      Many former devs have started at companies with these stupid policies, and have vowed not to make the same mistakes (like my last company, in fact). They understand that "crunch time" is really nothing more than an admittance of poor planning at the management level, or poor execution at the developer level, or even simple exploitation. In well run shops, a certain amount of ramping up is inevitable at the conclusion of a project, but extended death marches are all but an admittance of a poorly run development cycle.

      I'm fortunately at a point in my career where I can afford to pick and choose my employer, and can ask questions such as "what's your company policy on work-life balance and extended crunches without overtime pay?". It's harder for someone trying to break into the industry.

      What's worse, to me, is when I hear other developers bragging about their death marches as though it's some sort of fucking rite-of-passage or some heroic war story. No, idiots, it just means you were being exploited. Granted, some developers (especially young, single devs) don't seem to mind having no life outside of work, but that's not acceptable to many of us. The sooner that permissive mentality dies a quick death, the better off the industry will be.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  3. Ads by korbulon · · Score: 2

    I can no longer disable ads on Slashdot. Is that right? Must have missed the memo.

    Just looked it up. What a load of horeshit. Guess I'll cancel my subscription. Oh that's right, I don't have one.

    Move along. Move along.