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The Business of Game development

Started by April 16, 2009 06:57 AM
26 comments, last by Obscure 15 years, 6 months ago
Quote: Original post by BigEatSmall

Passion and hobby can put you in this industry for short period of time, but at the end of the day without reasonable income from your game project, everything will come to an end.

What do you guy think ?


That's why I develop in my spare time, and work alone. A poorly setup project , as said before, can mean failure if too many people need to get paid and the project itself is indie (small-scale) and sells poorly. Don't forget about advertising. A game that is nothing special, can sell great with the right advertising.
Quote: 1) Owner Role- They own the game, employed programmers, Graphic-artist, music composer, buy machine and software to create game. They will suffer the financial lost if the game project fail.

2) Employee Role- They work for the game owner as programmer, artist, Beta-Tester etc... Must likely they will still get their salary every month even the game project fail.
confusing. I don't understand your statements. Isn't an artist or a composer an employee?
Maybe you just had a bad experience and need to get to a new team.
Quote: Original post by BigEatSmall
Hi cbenoi1

You still have not share with me, for every $1 of capital employed, what is your return?


I don't want to answer for cbenoi1 here, but this question has way too many factors to be used as a global across the board statement about profitability.

I'm going to use my consulting business to demonstrate (these are real numbers from a real business).

When I started my business, it was myself and two consultants. My only overhead was my home office, my computers and software licenses. All travel expenses were paid by my clients. In my first two years of business, I averaged somewhere around $500,000-$600,000 in sales. After I paid my contractors and all my expenses I was making roughly $200,000/year for myself.

Business was booming and I made a decision to grow the company. I rented a 1,600 sqft office, hired a sales staff and brought on a full time programmer as well as a few more consultants. In the next two years, my sales came close to $1 million (I was about $50,000 shy of the mark).

But when it came down to my profits for the year (both years), I only made $100,000.

The problem I had was that my overhead was too high. The cost of running an office and paying 2 full time employees were chewing into my profits despite having record sales.

Earlier this year I closed down the office and let my staff go. I've been working back home since November and guess what, my profits are back up to where they were in my first two years of business. All this in the middle of a recession as well.

So, what is my point exactly and how does it apply to this post?

My point is that every game project is going to vary on costs based on the abilities of the team involved. If you have to hire out your art and sound (or even programming), your game project will have a much higher cost than someone skilled enough to do the work themselves. The project costs for a project developed by someone who already has the hardware/software and skills they need may be next to nothing. A team of 2 paid employees may cost you $10,000+/month by the time you are done with salaries, equipment and office expenses.

An indie project with a high development cost is going to have a hard time breaking even. One with little development costs can turn a profit even on a small number of sales.

John
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Hi borngamer, Thanks for sharing your consulting business figure, maybe you could learn from Tom and Obscure, having your Company name and website available on every of your post. This may bring you more business.

Why I asked cbenoi1 for every $1 of capital employed, what his return was because I do not want to know his profit amount. I just want some kind of ratio, to judge how profitable gamedev business was nowaday. It seen that cbenoi1 was unwilling to share this ratio.

I agreed with you that "An indie project with a high development cost is going to have a hard time breaking even"





Hi Marmin, Thanks for sharing.

Yes, artist or composer is employee.

Why I give up was because I find that the return I get back may not be worth the money and times I put it. Only midway through the project then you can see thing more clearly.





Below link was someone sharing their game business finance

http://online.wsj.com/article/SB124094416078864595.html
I am surprise to know that Dexterity Software was no more in operation.
http://en.wikipedia.org/wiki/Dexterity_Software

I used to read many of Steve articles when I was an Indie Gamedev many years ago. Some of his great article was still available here
http://www.gamedev.net/reference/articles/article1950.asp

Was my information correct?
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Quote: Original post by BigEatSmall
I am surprise to know that Dexterity Software was no more in operation. ... Was my information correct?
His passions have moved on and a few years ago he claimed that he gained all he wanted from game development and more. It was news back then.

He is quite well off financially from his video game days, partly from his games, partly from his publications, and partly through entering the speaking circuit. Based on his current web site he is enjoying his new passions of personal development.

Beyond that I have no idea if your information is correct or not.
The forum that was part of Steve's website was taken over and is still running at http://forums.indiegamer.com/
Dan Marchant - Business Development Consultant
www.obscure.co.uk

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