Going Indie

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This is an introduction to becoming an Indie, specifically aimed at newbies. Most topics are dealt with in more details in other sections (the text will refere to those where appropriate).

Contents

Definition

"in·die" [pronounced "in-dee"]

–noun

1. an independently owned business: to work for an indie.

–adjective

2. (of a person) self-employed; (of a business) privately owned: an indie film producer.

[Origin: 1940–45; ind(ependent) + -ie]" - Dictionary.com


Game Creation
Game Creation

Going Indie

So you want to be an Indie, huh? For many, the chance to create their own games and do so for a living is the realization of a life long dream. In the past few years independent developers have grown considerable in numbers and some have grown considerable in profits, turning what was once a handful of companies into a full fledge Industry and community.

The internet has opened up the world to Independent game studios and has allowed Indies to reach an audience without having to go through stores or publishers thus allowing them to retain their creative freedoms. There has never been a greater collection of powerful tools available to Indies to help them create the best possible games, from cheap/free art programs, renderers and game engines to programs that cost in the thousands.

On top of all the wonderful options now available for Indies in creating their dreams and reaching an audience, there's a great number of E-commerce Solutions to help you sell to your customers with the security they need to make safe and secure purchases. No longer do you have to handle processing credit cards and maintain a secure shopping experience between you and your customer. The E-commerce Solutions handle all this and more.

Those that have taken the plunge are finding out that dreams can, and do, come true. There has never been a better time to go Indie and follow your dreams to create video games for a living.

Read more about these in the sections E-Commerce Service and Technologies and Tools.

What Is An Indie?

Before you decide to go Indie, it's best to understand what exactly an Indie is. Dictionary.com has spelled it out pretty simple for us in the quote at the top of the page: If you're self funded, then you're an Independent. This line, however, has been blurred in recent years by many independent film makers who are funded by studios but retain creative control over their project.

This has become a hot topic when discussions of what is and is not independent is brought up with many people offering different views on the subject. It's unlikely though that you'll be able to get a studio to fund your first project, while allowing you to remain the creative control, as you'll likely be considered far too unproven for them to invest in your project. But if you're able to get that type of deal, more power to you.

But basically, if you're self funded and/or retain creative control, you're an Indie. It's that simple.

Read more on about this in section The Indie Life.

The Pros Of Going Indie

We've gone over what is an Independent, seems simple enough. If you pony up the cash, you have the freedom to do what you want. Now we'll discuss the Pros of Going Indie as well as the possible Pitfalls of Going Indie.

Setting Your Own Time: You're the boss, if you want to work mornings, then work mornings. If it's a great sunny day out, then go out and enjoy it. You choose when and how much you work.

You Decide What To Do: In most jobs, you're doing what someone else wants to do. Not anymore. If you've always wanted to create an Adventure game in the vein of Sam & Max or Maniac Mansion and believe there is a market for it, then do it. If you want to create a game about belly lint that combats evil daemon llamas and think there is an audience for it, then do it. As an Independent in charge of your own company you decide what you want to do.

Pride In What You're Making: In the corporate world you're often making someone else's dream or just doing exactly what you're told to do. Now that you're in charge of your dream you'll be making what you want to make. The feeling of pride and excitement you'll get as your game takes shape, is completed and then played by thousands is very rewarding. Fulfilling your game creation dreams is a priceless feeling, and one that plenty of people are willing to pay you for.

Financial Independence: There are many success stories of Indie Companies making it big and selling plenty of games. There are also many more stories of Indie Companies that have yet to make it big, that are still just side jobs or hobbies. Do not expect to become a millionaire after releasing your first game. But do plan how you'll grow your business and increase your profits, and paycheck, every year - something that you can't do at a 9-5 job.

Working From Home: Working from home is a great advantage. You'll save time and money now that you're commuting from your bedroom to your workspace. You'll be able to set up your work environment to your own liking to maximize your work schedule.

The Pitfalls/Downsides Of Going Indie

There are plenty of rewards to going Indie but there are pitfalls and downsides as well you have to be aware of and work to avoid.

Discipline: One of the perks of starting your own company is that you're the boss, no one is telling you what to do. Above we discussed the advantage that as the boss you'll be able to decide when and how long you work plus what you'll be working on. It can also be a Pitfall. You'll need to be able to have enough self-discipline to set a healthy work schedule in order to get work done. There are going to be many times when it's a lovely day outside but you're going to have to tell yourself no, and get back to working on your game.

Home Distractions: You're most likely going to be working at home in your spare time on your games. This, as noted above, is a Pro but can also be a Pitfall. There are potentially a lot of distractions at home from family, TV, the internet and games. It'll be important to create yourself a work space where you can be free from these distractions.

Financial Risks: As with any business, you're going to need to invest in it if you want to succeed. As with any business, there is no guarantee of success or even making your investment back. Do not get so sucked into the developement of your game that you don't properly handle the business side of things. Research your game's market, it's potential, marketing expenses to ensure that every cent you spend is worth it.

No Steady Paycheck: There is no steady paycheck involved in Indie developement. While you're working on your game, you are not earning anything for it. There maybe financial rewards once it's been completed and you've started selling it, but until then you're earning nothing for your work.

Preparing To Go Indie

Okay, we've discussed some of the Pros of going Indie as well as the possible Pitfalls. Now we're going to talk about preparing yourself to go Independent.

While you're working on your games, there is one very important detail: You're not earning money but you're still racking up bills. The routes Indies have generally taken could be roughly divided in three approaches. The first is remaining at your day job to pay the bills and working during your spare time on your game. In the second approach you only work part-time in a day job and use the remaining time to work on your games. The third route is to plan out how long it'll take to complete your game and build up a cash reserve that'll allow you to work full time on your game. Yet another method is to go hybrid and start an independent business of another kind for example in retail. Create your games during dead time when there isn't much more to do than to wait for customers. There are of course many shades of grey in between, and some might come up with completely out-of-the-box approachs (write about them here!!!)

Hobby developer:

The Hobby developer offers not only the security of a paying job but allows you the time you'll need to learn on the job. Even if you have a job in the gaming business and believe you know the in's and out's, you will quickly discover how much there is to properly running a company on top of the duties you'll have as the main, and probably only, programmer or project lead, and main programmer, if you go with a team.

This route also allows you to get used to working as the driving force behind a project without the added stress of your cash reserves decreasing as you're learning on the job.

One thing you'll have to prepare yourself for is setting a good work schedule on top of your day job and spending time socially or with family. As we discussed in the possible Pitfalls, working at home in your spare time can be distracting at home and learning to create a work schedule that allows you to get work done is key. It's important to not just work to work, but to work to get things accomplished. If you aren't getting anything done, take a 20 minute break and go back to it. But you must not let your freedom to take such breaks allow you to get no work done at all.

Part-time developer:

You aim for earning at least enough to cover the bills. Now you will have much more time available to spend on your game. If you find the right balance, it could go on forever, one (finance) supporting the other (fun/creativity).

Full-time developer:

The Full-time developer is about just that, going full time, planning out your game, deciding how much time you will need to complete it and how much money you will need to live on during that time period.

This route allows you all the time needed to get work done but puts you on a deadline with a budget. If you go with this route, it is very important to plan extremely carefully and to cut costs whenever possible.

Eating cheaper, not going out to eat as much, spending money on only the things you need, not the things you want, are just some of the things you'll have to do if you go this route. Conserving money and only spending it when and where you have to is key.

More

You can find out more (and in greater details) about ways to finance your independency in section Financing.

Thoughts On Going Indie

The first route is far more advised than the second. Very few companies make it big right out of the gate. So long as you are able to get work done while working a day job, the extra work time you'll gain from going full time so early does not outweigh the risks in not having a paying job while bills are coming in and the stress as the deadline gets closer. Use your first couple of games to not only build a community and mailing list but to learn how the business runs.

Learning the business and becoming comfortable with your new role, along with growing your company, should be the main goals for your first couple of games. Don't look to hit a home run out of the gate, some even don't release their first couple of games, instead creating simple arcade games to learn the process. Be prepared for the challenges and mistakes you'll make and learn from them.

Keys: Find out when you work best. Maybe you're a night owl and you can work best when you get home. Maybe you're a morning person and you can get work done before you leave for the day. Maybe you work best after a nap or meal. Find out when you work best and set up a schedule to get work done during that time.

The Road Ahead

This guide can not promise you success but it can give you the road map to a great journey of discovery, creativity and excitement. If you follow this road you'll come across many hardships but also many joys. The first time you see a sprite or model appear on the screen, a sprite/model that you put there, is an amazing feeling.

Just as is the feeling you'll get when someone buys your game, that someone out there is now playing something you created, a game you breathed life into.

This journey won't be easy. It is a road full of challenges and frustrations, but with each hurdle overcome you will experience the great joy of seeing your dream become a reality.

Your dreams and goals are within reach, just down this road.

So what are you waiting for?

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