GAME DESIGN/GAME ARTIST AS A CAREER
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Anyone actually sell games here?
I mean, i lean towards the website to play fan and hobby games...filling in that 90s games i never played on GBA or anything pixelly, and the marketplace like steam is flooded with third person or first person shooter/action shagalklkdf
So i was wondering is there anyone here who sells commercial rpg games?
Would you please share your experience?
i'm looking for a team to start, or maybe an individual game as a starter...
But it's pretty vague and the closest design i feel i could pursue is supergiant games by bastion...and that's not even my genre i suppose.
Anyone would share their thoughts would be much appreciated.
Share your games, i might just review it for the fun of it.
I mean, i lean towards the website to play fan and hobby games...filling in that 90s games i never played on GBA or anything pixelly, and the marketplace like steam is flooded with third person or first person shooter/action shagalklkdf
So i was wondering is there anyone here who sells commercial rpg games?
Would you please share your experience?
i'm looking for a team to start, or maybe an individual game as a starter...
But it's pretty vague and the closest design i feel i could pursue is supergiant games by bastion...and that's not even my genre i suppose.
Anyone would share their thoughts would be much appreciated.
Share your games, i might just review it for the fun of it.
I feel like a lot of newcomers come in to RPG Making with the idea of making money off of their work. This isn't inherently bad, but like many things in life, it should be done with baby steps.
I feel the first step is to release games for free. See how the feedback from the community is. Keep at it. View each game as a learning experience, and a stepping-stone to the next game. Find out what people like about what you make, and what they think you can do better.
If you get a lot of acclaim and attention with your free games, and they're reviewing well, getting a lot of subscribers, and generally well-liked, then you might be able to look at going commercial, if you really want to. Just remember that the world of commercial games is cut-throat, and the standards you need to live up to are a thousand-times higher than that of a free game.
Also remember that, if you really want to make a living off of it, you're going to need a lot of sales. I'm not sure what the numbers are, but when it comes to developers, I think only the cream of the crop, the absolute best (and/or exceptionally popular) developers are going to be able to garner the attention and support needed to succeed financially in the game marketplace.
I feel the first step is to release games for free. See how the feedback from the community is. Keep at it. View each game as a learning experience, and a stepping-stone to the next game. Find out what people like about what you make, and what they think you can do better.
If you get a lot of acclaim and attention with your free games, and they're reviewing well, getting a lot of subscribers, and generally well-liked, then you might be able to look at going commercial, if you really want to. Just remember that the world of commercial games is cut-throat, and the standards you need to live up to are a thousand-times higher than that of a free game.
Also remember that, if you really want to make a living off of it, you're going to need a lot of sales. I'm not sure what the numbers are, but when it comes to developers, I think only the cream of the crop, the absolute best (and/or exceptionally popular) developers are going to be able to garner the attention and support needed to succeed financially in the game marketplace.
I hsve some experience as a game designer in the industry, but it's mainly been tile-based war strategy games for iOS. Haven't sold an RPG yet. :)
I sold a small iOS game and I've done some game development contract work, but it was mostly just spare change.
If you're going into game development for the fame & riches, well, there's a million better and more reliable ways to make money. The indie oil has been struck and is drying up - Minecraft-esque successes are pretty much non-existent. Getting rich is at least as much luck and good circumstance as it is skill, unfortunately. That's how it goes - plenty of good games go relatively unnoticed, and like Unity said, the bar is set pretty high.
I think there's a chance out there to make a decent living wage with games, though. However, the bar is still really high and it's a lot of work. You'll probably have to make, like, a dozen small, free games first, just to get your practice in. It'll probably take a few years, but that makes sense - artists practice for years before they can really start making money off their work. Same with programmers! Game design & development is no different. There's a ton to learn: the workflow, how to identify and fix design flaws, how to fix bugs or tweak art, how to actually release a game, and your own specialties. After that, well, there's a ton new things to worry about when you're charging money - players expect and demand a lot more from something that they've paid for.
There's absolutely nothing wrong with asking for money, btw! If you've put out a game you feel is worth charging for, that means you've put a lot of work into it (and into the skills it took to make it) and you shouldn't feel guilty asking for something in return. But, you gotta get to that level first. If your first priority is making money, I wouldn't suggest game development - it's way too much work for way too little reward (I'd suggest learning to write code, if only because it just pays a lot more). You're gonna have to be able to fall in love with the process of game-making, 'cuz it's gonna be a long time before you see any money from it.
Anywho, good luck~
EDIT: Keep in mind that this is coming from someone who hasn't made a lot of money from games, hah.
---
EDIT 2:
Personally, I would love to get to the point where I could make a little money selling games. I've been doing game dev in my spare time for probably 6 years now, and now that I work 8-9 hours a day it's getting tricky to squeeze in 2-3 hours of gam mak in there as well and not just lose my mind from overwork. If I could make enough to live (albeit cheaply) off of games... that'd be pretty dang cool. But I'm also torn, because after putting so much time into my games, I want as many people as possible to play them, so I don't wanna charge money ;__;
It's tricky!
If you're going into game development for the fame & riches, well, there's a million better and more reliable ways to make money. The indie oil has been struck and is drying up - Minecraft-esque successes are pretty much non-existent. Getting rich is at least as much luck and good circumstance as it is skill, unfortunately. That's how it goes - plenty of good games go relatively unnoticed, and like Unity said, the bar is set pretty high.
I think there's a chance out there to make a decent living wage with games, though. However, the bar is still really high and it's a lot of work. You'll probably have to make, like, a dozen small, free games first, just to get your practice in. It'll probably take a few years, but that makes sense - artists practice for years before they can really start making money off their work. Same with programmers! Game design & development is no different. There's a ton to learn: the workflow, how to identify and fix design flaws, how to fix bugs or tweak art, how to actually release a game, and your own specialties. After that, well, there's a ton new things to worry about when you're charging money - players expect and demand a lot more from something that they've paid for.
There's absolutely nothing wrong with asking for money, btw! If you've put out a game you feel is worth charging for, that means you've put a lot of work into it (and into the skills it took to make it) and you shouldn't feel guilty asking for something in return. But, you gotta get to that level first. If your first priority is making money, I wouldn't suggest game development - it's way too much work for way too little reward (I'd suggest learning to write code, if only because it just pays a lot more). You're gonna have to be able to fall in love with the process of game-making, 'cuz it's gonna be a long time before you see any money from it.
Anywho, good luck~
EDIT: Keep in mind that this is coming from someone who hasn't made a lot of money from games, hah.
---
EDIT 2:
Personally, I would love to get to the point where I could make a little money selling games. I've been doing game dev in my spare time for probably 6 years now, and now that I work 8-9 hours a day it's getting tricky to squeeze in 2-3 hours of gam mak in there as well and not just lose my mind from overwork. If I could make enough to live (albeit cheaply) off of games... that'd be pretty dang cool. But I'm also torn, because after putting so much time into my games, I want as many people as possible to play them, so I don't wanna charge money ;__;
It's tricky!
Given the quality opinion from either Unity or slash, i feel like i need to put it upfront my intention in general.
I don't know about being rich because my entire life has been about work and sacrificing something to achieve something. Orthodox Asian mindset.
But not too orthodox.
I want to make money, as slash said confidently, decent living wage.
It means tomorrow i have to worry what kind of games to make, it'll sell at least for the next year, sometimes not too much, sometimes more, and then keep making more. Advancing, and constant. I'd love to keep working my ass of on something i understand and love, not too perfect, but just enough.
Being a millionare is entirely luck, but business? I'd like to believe hard work pays off and bring more work. It makes more sense to make games, art, toys, anime, and sell them for money than turning stupid rich and then not knowing what's next. Releasing something for free sounds like the thing with all the recent Patreon outbreak, I'll take that chance.
As for slash, congratulations!
You should probably be more prouder about selling your games in IOs, and getting spare changes! I feel RMN is more like the prototype and test lab among fellow creatives, and making it out in the open on the user end is the more troublesome deal.
Some of them are irrational since they have little patience to understand your work, much like every end of business where customer meets producer, since customer are kings...well, what happen to kings huh.
And your 6 years of practice sure isn't a waste then, and those 8-9 hours should get more applause! I'm more confident hearing it even if it means tiny to you.
Keep creating, i'll be right behind you.
As for unity, yes, i understand how most business is full of cutthroats and jackass. Nothing is perfect. But if passion truly mean anything, it's a risk worth taking and i'm sure i'm bound to make some friends, enough to keep the boat afloat at least. And if anything, i learned that money is important but then again, the motivation and time you put on your talent is an expense unmeasured just by money.
So i'd like to believe this cutthroat nightmare is dependent on the situation.
Nothing too sugary for my diabetic soul, but then i'm too old for any surprises either.
I just love if anyone could share their game sales experience, and speaking of which...how would you go about selling games in the current era of piracy and counterfeit products and torrents, like my country where pirated dvds and games are all justified in the name of poverty and low welfare? Do you go for steam marketplace and their DRM (is DRM a device, a script?), gamestop? or altogether just sell it in your own website with your goodiebags?
I don't know about being rich because my entire life has been about work and sacrificing something to achieve something. Orthodox Asian mindset.
But not too orthodox.
I want to make money, as slash said confidently, decent living wage.
It means tomorrow i have to worry what kind of games to make, it'll sell at least for the next year, sometimes not too much, sometimes more, and then keep making more. Advancing, and constant. I'd love to keep working my ass of on something i understand and love, not too perfect, but just enough.
Being a millionare is entirely luck, but business? I'd like to believe hard work pays off and bring more work. It makes more sense to make games, art, toys, anime, and sell them for money than turning stupid rich and then not knowing what's next. Releasing something for free sounds like the thing with all the recent Patreon outbreak, I'll take that chance.
As for slash, congratulations!
You should probably be more prouder about selling your games in IOs, and getting spare changes! I feel RMN is more like the prototype and test lab among fellow creatives, and making it out in the open on the user end is the more troublesome deal.
Some of them are irrational since they have little patience to understand your work, much like every end of business where customer meets producer, since customer are kings...well, what happen to kings huh.
And your 6 years of practice sure isn't a waste then, and those 8-9 hours should get more applause! I'm more confident hearing it even if it means tiny to you.
Keep creating, i'll be right behind you.
As for unity, yes, i understand how most business is full of cutthroats and jackass. Nothing is perfect. But if passion truly mean anything, it's a risk worth taking and i'm sure i'm bound to make some friends, enough to keep the boat afloat at least. And if anything, i learned that money is important but then again, the motivation and time you put on your talent is an expense unmeasured just by money.
So i'd like to believe this cutthroat nightmare is dependent on the situation.
Nothing too sugary for my diabetic soul, but then i'm too old for any surprises either.
I just love if anyone could share their game sales experience, and speaking of which...how would you go about selling games in the current era of piracy and counterfeit products and torrents, like my country where pirated dvds and games are all justified in the name of poverty and low welfare? Do you go for steam marketplace and their DRM (is DRM a device, a script?), gamestop? or altogether just sell it in your own website with your goodiebags?
I honestly can't say much from a dev perspective, but from a player's perspective, DRM can be anywhere from unnoticeable to incredibly frustrating, depending on how powerful and obtrusive it is. This comes from someone who lives in America and has a decent job, but most of the time I'd rather buy a game than steal it (pirating games is usually a pain and unreliable, and if I want a game that bad I'll usually buy it). Then again, I buy very few games over $15.
Anyway, this article on Gamasutra last week about the financial aspect of indie development was really good: http://www.gamasutra.com/view/news/237046/Lets_get_real_about_the_financial_expectations_of_going_indie.php
Anyway, this article on Gamasutra last week about the financial aspect of indie development was really good: http://www.gamasutra.com/view/news/237046/Lets_get_real_about_the_financial_expectations_of_going_indie.php
author=unity
If you get a lot of acclaim and attention with your free games, and they're reviewing well, getting a lot of subscribers, and generally well-liked, then you might be able to look at going commercial, if you really want to. Just remember that the world of commercial games is cut-throat, and the standards you need to live up to are a thousand-times higher than that of a free game.
This is fantastic advice. I recommend whole heartedly what slash and unity have said. On the other hand, to be honest, if you create a kickstarter with great art like yours, then it's easy to get money. It can be seen as selling out, but honestly, if you've got a great idea and you can actually back it with good results, like OMORI or You Are Not the Hero or LISA, then you should do it. It's probably the best way to get money, but I'd shy away from hiring a big team for that kind of thing. Teams actually complicate things in my opinion, especially when money is involved. Things can get REALLY messy REAL fast. If anything, the team should be 4 people at most, and at that point you've gotta be really trusting them.
Red Nova's got an excellent guide to teams that I thoroughly recommend you checking out. (Part 1 {Recruiting}, Part 2 {Working}) Red Nova's got experience in working in a dynamic team (they won the Indie Game Maker Contest 2014, unity's part of that team too as well as Sooz) and I think I want to recommend that to anyone starting a team ever since it's so useful. It helped me certainly during the McBacon Jam, especially since most of the mistakes we made probably would boil down to a rule on that list xD
Going commercial is but a dream for me now. I'll probably have to fiddle around with Unity and perfect my spriting skills before I even go that route. The RM comm in general is but a puddle to the ocean of indie-game dev out there, and getting noticed is extremely hard if you're not good at marketing yourself ( like me >< ).
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Slash, that article was a great read. Thanks for sharing!
I've been looking into commercializing games myself. It certainly makes sense from the standpoint of, "This is taking so much from my life, why not get some compensation?"
Just don't go thinking that you can just come out one day and make games for a living. I've been looking at articles and accounts from other people who have gone this route to see things from their eyes. Since most of what I noticed was already detailed in slash's article, I'll just mention the biggest note:
It won't get done overnight. It won't get done in a month. Hell, it'll probably be YEARS before you achieve your dream goal of going fully independent.
As much time as making the actual game takes, it's about 50% of the entire process. That's being generous.
I do know one absolute truth that is guaranteed to get you a chance at going indie.
MAKE. CONNECTIONS.
You don't have to be the best dev. You don't have to revolutionize whatever genre of games you're making. You DO, however, need to be able to show off your game as often as possible to maximize the precious exposure that many indie devs constantly fight over.
You want to know what the best part is? You don't even have to be socially capable to make these connections! As a dev, I'm fairly certain talking about your game can't be too hard for you. It's not like you have to ask personal questions and talk about yourself (most of the time).
Talk about your game to people. If they like it, then you've started a connection. Strengthen those connections while adding new ones is a great way to build up your network of people and make it easier to get your game added to otherwise inaccessible places. Plus, having others talk about how awesome you are is worth at least twice as much as you talking about how awesome you are.
I've been looking into commercializing games myself. It certainly makes sense from the standpoint of, "This is taking so much from my life, why not get some compensation?"
Just don't go thinking that you can just come out one day and make games for a living. I've been looking at articles and accounts from other people who have gone this route to see things from their eyes. Since most of what I noticed was already detailed in slash's article, I'll just mention the biggest note:
It won't get done overnight. It won't get done in a month. Hell, it'll probably be YEARS before you achieve your dream goal of going fully independent.
As much time as making the actual game takes, it's about 50% of the entire process. That's being generous.
I do know one absolute truth that is guaranteed to get you a chance at going indie.
MAKE. CONNECTIONS.
You don't have to be the best dev. You don't have to revolutionize whatever genre of games you're making. You DO, however, need to be able to show off your game as often as possible to maximize the precious exposure that many indie devs constantly fight over.
You want to know what the best part is? You don't even have to be socially capable to make these connections! As a dev, I'm fairly certain talking about your game can't be too hard for you. It's not like you have to ask personal questions and talk about yourself (most of the time).
Talk about your game to people. If they like it, then you've started a connection. Strengthen those connections while adding new ones is a great way to build up your network of people and make it easier to get your game added to otherwise inaccessible places. Plus, having others talk about how awesome you are is worth at least twice as much as you talking about how awesome you are.
dont worry about networking. its no substitute for skill
if you want to create then start by actually learning to create. master a craft
if you want to create then start by actually learning to create. master a craft
Well, thank you very much for the responses.
I am very grateful despite the truth being shared, although the article http://www.gamasutra.com/view/news/237046/Lets_get_real_about_the_financial_expectations_of_going_indie.php
has some interestingly contradictive opinion... It's still not an easy business to keep afloat anyway.
Thanks Cashmere, much appreciated. To be entirely honest, it's my intention to get people to hire me for my art for now. From there on it'll probably help getting me used to a teamwork environment and delivering a finished products. Possibly learn about the core idea on programming... i have literally no idea about it and it irks me somehow. It sure looks fun solving codes and measuring tiny bits detail of your game experience, being occupied wholeheartedly in your project.
This i follow. It's hard to market nothing, as far as i learnt back from the time when it's all dream and no skill....currently i'm just trying to get used to the environment and games being made and played here.
I have to perfect my painting/drawing skill and make it useful around the site first too. :)
if you like it enough, i think going commercial is just a way to support your lively hood than some idealistic change-the-world scheme aye ;>
I'd love to talk about my game ideas, but it's past those days where it's all talk and less action. The more you talk about your game idea, the more your realize your skill is lacking and hence the slow and nevercoming demo/prototype. As you say, there's always good idea, good conversation. And like always, your precious indie ideas always end up looking like some recent AAA release which have the better resource and probably dries out once you keep talking about them. So far, my experience. Currently i have a few close knit friends to talk about our development...we'll definitely look for more opinion once our game incubates more and has better shape.
The tips is much appreciated so i'llbe looking for connections and opportunity where i offer service as a game artist first, and probably learn core ideas about programming and selling games.
I'll probably chip in to someone else awesome game in dev for the moment. :D Nothing new and revolutionary, i'm afraid.
I am very grateful despite the truth being shared, although the article http://www.gamasutra.com/view/news/237046/Lets_get_real_about_the_financial_expectations_of_going_indie.php
has some interestingly contradictive opinion... It's still not an easy business to keep afloat anyway.
author=CashmereCat
This is fantastic advice. I recommend whole heartedly what slash and unity have said. On the other hand, to be honest, if you create a kickstarter with great art like yours, then it's easy to get money. It can be seen as selling out, but honestly, if you've got a great idea and you can actually back it with good results, like OMORI or You Are Not the Hero or LISA, then you should do it. It's probably the best way to get money, but I'd shy away from hiring a big team for that kind of thing. Teams actually complicate things in my opinion, especially when money is involved. Things can get REALLY messy REAL fast. If anything, the team should be 4 people at most, and at that point you've gotta be really trusting them.
Red Nova's got an excellent guide to teams that I thoroughly recommend you checking out. (Part 1 {Recruiting}, Part 2 {Working}) Red Nova's got experience in working in a dynamic team (they won the Indie Game Maker Contest 2014, unity's part of that team too as well as Sooz) and I think I want to recommend that to anyone starting a team ever since it's so useful. It helped me certainly during the McBacon Jam, especially since most of the mistakes we made probably would boil down to a rule on that list xD
Thanks Cashmere, much appreciated. To be entirely honest, it's my intention to get people to hire me for my art for now. From there on it'll probably help getting me used to a teamwork environment and delivering a finished products. Possibly learn about the core idea on programming... i have literally no idea about it and it irks me somehow. It sure looks fun solving codes and measuring tiny bits detail of your game experience, being occupied wholeheartedly in your project.
author=_______
dont worry about networking. its no substitute for skill
if you want to create then start by actually learning to create. master a craft
This i follow. It's hard to market nothing, as far as i learnt back from the time when it's all dream and no skill....currently i'm just trying to get used to the environment and games being made and played here.
author=LuchinoWell, i treat it less like a dream and more of a potentially more rewarding mentally and a much stabler field of problems that i can handle.
Going commercial is but a dream for me now. I'll probably have to fiddle around with Unity and perfect my spriting skills before I even go that route. The RM comm in general is but a puddle to the ocean of indie-game dev out there, and getting noticed is extremely hard if you're not good at marketing yourself ( like me >< ).
I have to perfect my painting/drawing skill and make it useful around the site first too. :)
if you like it enough, i think going commercial is just a way to support your lively hood than some idealistic change-the-world scheme aye ;>
author=Red_Nova
It won't get done overnight. It won't get done in a month. Hell, it'll probably be YEARS before you achieve your dream goal of going fully independent.
As much time as making the actual game takes, it's about 50% of the entire process. That's being generous.
I do know one absolute truth that is guaranteed to get you a chance at going indie.
MAKE. CONNECTIONS.
You don't have to be the best dev. You don't have to revolutionize whatever genre of games you're making. You DO, however, need to be able to show off your game as often as possible to maximize the precious exposure that many indie devs constantly fight over.
You want to know what the best part is? You don't even have to be socially capable to make these connections! As a dev, I'm fairly certain talking about your game can't be too hard for you. It's not like you have to ask personal questions and talk about yourself (most of the time).
Talk about your game to people. If they like it, then you've started a connection. Strengthen those connections while adding new ones is a great way to build up your network of people and make it easier to get your game added to otherwise inaccessible places. Plus, having others talk about how awesome you are is worth at least twice as much as you talking about how awesome you are.
I'd love to talk about my game ideas, but it's past those days where it's all talk and less action. The more you talk about your game idea, the more your realize your skill is lacking and hence the slow and nevercoming demo/prototype. As you say, there's always good idea, good conversation. And like always, your precious indie ideas always end up looking like some recent AAA release which have the better resource and probably dries out once you keep talking about them. So far, my experience. Currently i have a few close knit friends to talk about our development...we'll definitely look for more opinion once our game incubates more and has better shape.
The tips is much appreciated so i'llbe looking for connections and opportunity where i offer service as a game artist first, and probably learn core ideas about programming and selling games.
I'll probably chip in to someone else awesome game in dev for the moment. :D Nothing new and revolutionary, i'm afraid.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=_______
dont worry about networking. its no substitute for skill
If only this were true. Or even, like, 10% true. Unfortunately networking is just about the only requirement to succeed in any field, and skill is almost completely optional no matter what your career is. This is amplified even further in "artistic" fields of work.
A lot of the reason for this is psychology. You only have to convince one person that you're good, and that's the person hiring you for the job. The way humans work is that if they have a choice between someone they know from experience is pretty decent and a stranger who looks on paper to be completely amazing, they will always pick the former. Because the latter is probably lying, or not telling you an important part of the equation like "I will steal from the company" or "I have major personality issues that will interfere with everyone else's productivity." Even if the risk/reward ratio is really good, it's not worth the added stress to most employers, compared to hiring the same guy your friend hired for their last project.
Anyway, here's an hour-long talk on publishing your first mobile game. Useful? Maybe. Can't hurt to watch. https://www.youtube.com/watch?v=a4zTGaqEb0M#t=243
I think you're ahead of the game in that you're already an extremely gifted artist so you know what the creative process requires. Hard work, dedication and practice.
I mean I just look at this drawing by you amongst others and I already get the feeling you can create great art for games.
In my opinion, your art would severely benefit from going the Qui Domi, Oneshot, Ib route. Focus on creating exceptional atmosphere in your games, just like in your art. People will pay for an atmospheric and immersive experience.
Edit: I mean, yes, teams will get you so far but it's like being a director. I've heard somewhere that the writer/directors are the people with the real power, they don't have to rely on a writer to create the experience for them. The same with you. If you can learn how to create games yourself instead of relying on others to create them out of your art, you're gonna be a whole lot more of a toolset.
This doesn't mean you have to master how to balance battles. To be honest, the games with the best gameplay don't get sales. It's the games that look and sound good that sell. I'm not saying that games that use the RTP are bad, but it's just a known fact - pretty games attract more attention. And you've got that advantage.
I mean I just look at this drawing by you amongst others and I already get the feeling you can create great art for games.
In my opinion, your art would severely benefit from going the Qui Domi, Oneshot, Ib route. Focus on creating exceptional atmosphere in your games, just like in your art. People will pay for an atmospheric and immersive experience.
Edit: I mean, yes, teams will get you so far but it's like being a director. I've heard somewhere that the writer/directors are the people with the real power, they don't have to rely on a writer to create the experience for them. The same with you. If you can learn how to create games yourself instead of relying on others to create them out of your art, you're gonna be a whole lot more of a toolset.
This doesn't mean you have to master how to balance battles. To be honest, the games with the best gameplay don't get sales. It's the games that look and sound good that sell. I'm not saying that games that use the RTP are bad, but it's just a known fact - pretty games attract more attention. And you've got that advantage.
author=LockeZauthor=_______If only this were true. Or even, like, 10% true. Unfortunately networking is just about the only requirement to succeed in any field, and skill is almost completely optional no matter what your career is. This is amplified even further in "artistic" fields of work.
dont worry about networking. its no substitute for skill
A lot of the reason for this is psychology. You only have to convince one person that you're good, and that's the person hiring you for the job. The way humans work is that if they have a choice between someone they know from experience is pretty decent and a stranger who looks on paper to be completely amazing, they will always pick the former. Because the latter is probably lying, or not telling you an important part of the equation like "I will steal from the company" or "I have major personality issues that will interfere with everyone else's productivity." Even if the risk/reward ratio is really good, it's not worth the added stress to most employers, compared to hiring the same guy your friend hired for their last project.
Anyway, here's an hour-long talk on publishing your first mobile game. Useful? Maybe. Can't hurt to watch. https://www.youtube.com/watch?v=a4zTGaqEb0M#t=243
Well, opinion appreciated but, connection DO get you in the office...
the question is will you "deliver?
If your work stalls the team effort, it's as easy to kick you out.
Someone with good skill and portofolio, and with a decent effort to network, could get the same job.
It's all matter. That's my two cents
But craft is definitely the harder tools to acquire when speaking of long term development. That alone comprises networking and communicating your demand and opinions in technical environment, is it not?
I'd love to watch that video, but everytime i went home from work, i have little energy to be discouraged. I prefer videos of games and reviews.
Reading and responding to your opinion here is better and clearer.
i'll probably watch it tommorow, it's holiday afterall.
author=cashmerecat
I mean I just look at this drawing by you amongst others and I already get the feeling you can create great art for games.
In my opinion, your art would severely benefit from going the Qui Domi, Oneshot, Ib route. Focus on creating exceptional atmosphere in your games, just like in your art. People will pay for an atmospheric and immersive experience.
Glad you like my artwork.
I ought to try your game sometimes, if we have similar taste, it'll be great chance to collaborate.
author=cashmerecat
I mean, yes, teams will get you so far but it's like being a director. I've heard somewhere that the writer/directors are the people with the real power, they don't have to rely on a writer to create the experience for them. The same with you. If you can learn how to create games yourself instead of relying on others to create them out of your art, you're gonna be a whole lot more of a toolset.
Well, having superhuman powers and getting like extra 20 seconds for every minute on this earth is my dream. :D At this point i don't have enough time to learn yet... Just art first.
Although i heard touhou was done by a single guy...
Getting more people with similar taste on your project also increases attention, i think.
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