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No problem! However when this last appeared on HN that was taken to mean the project was a failure, which I'd disagree with. 'New car money' doesn't mean buy a
by yeah_us 12y ago
No problem! However when this last appeared on HN that was taken to mean the project was a failure, which I'd disagree with.
'New car money' doesn't mean buy a new car and nothing else - it just means I'm not living in a penthouse apartment! I've been fortunate enough to earn enough to quit my 'real' job and make games full time, which is the ideal outcome as far as I'm concerned! I'm not rich, but I'm doing what I love, so I'd count that as a resounding success. :)
- philbarr 12y agoYou've done brilliantly with that. I've written a few apps/games myself although they're mostly a bit crap [1], and I make about £20 total a month. I think I need to spend much more time on them like you did, particularly in the graphics / UI. Could you give a bit more information on: - how you recruited someone to do the graphics for you, was it odesk or similar? how did you choose someone? did you pay for graphics even though you didn't use them? - marketing. This appears to be the most critical different thing you did compared to other people with similar stories. Could you give examples of the emails you sent out? How did you decide which sites to target? How effective do you think sending out emails was compared to social media? [1] - https://play.google.com/store/apps/developer?id=Simply+Apped https://play.google.com/store/apps/developer?id=Simply+Apped
- yeah_us 12y agoSure, no problem. For the graphics I began by simple searching for 'video game 2d artist', and just browsed through portfolios. Eventually I realised that I was getting a lot of the same style of artwork, which wasn't what I was looking for, so I changed tack and started looking at 'classical' illustrator portfolios which resulted in a much more diverse set of artwork. After that I simply stumbled upon Eva Galesloot's portfolio (http://cargocollective.com/skwirrol http://cargocollective.com/skwirrol) and knew it was an awesome fit. For my latest game I'm working in 3D so I looked at lots of portfolios on Polycount (http://www.polycount.com/forum/ http://www.polycount.com/forum/). Marketing wise, I honestly did terribly at getting any coverage on video game websites. I think my success came from targeting a very specific niche, i.e. BMXers, which led to me getting good coverage on those websites. For my next game I'll be trying again to get some traditional games coverage, but I'll be spending more effort on cycling journalists than video games journalists.
- philbarr 12y agoYeah that makes sense, target the market that you're game is actually about rather than just "the game market". Makes sense when you think about it. By the way - I'm in the UK too. If you fancy someone to do the Android version I've plenty of Android, LibGDX and Java experience :). Email is in my profile.