6 ms·
Interesting how median lifetime revenue increases with the number of developers on a game up until 20+, where it dips. From this it would seem 10 to 20 person
by 5hoom 15y ago
Interesting how median lifetime revenue increases with the number of developers on a game up until 20+, where it dips.
From this it would seem 10 to 20 person teams are the sweet spot for mobile game development.
Now I just need to find 9 to 19 more developers for my project :)
- LordBron 15y agoYeah, one is truly a lonely number especially when you consider there needs to be game design, art, sound, music AND code. Luckily, we've found that if you start, Fate will lend you a hand and deliver some needed help.
- d_r 15y agoAs a single indie dev, I couldn't agree more. It can be a long road! Games (as opposed to say, utilities) are challenging because of the additional art/sound/creative requirements, IMO. And I think one important reason for why > 1 is better is that two founders can push each other along when times are uncertain (and they often are!) That said, keeping momentum, coding away, and most of all greatly enjoying the process of creating something will really help you.
- pagekalisedown 15y agoAny idea where a lone programmer can go to find other people to work with on a project?
- LordBron 15y agoGame jams and conferences are good places. Ludum Dare is an online game jam/challenge while 360iDev has a great in-person game jam.
- acak 15y agoThe median revenue per developer per month is an indicator of profitability and probably a better metric to decide the right team size. So if you look at figure 7b, the sweet spot seems to be a team size of 6 to 9 people (where the median revenue per developer per month is $550 to $820. In contrast, the median revenue per developer per month for 10 to 19 person teams is $320 - $620). If you can hire 19 people, you should probably split them to run two projects of 6-9 people each. :-]