Results: iOS Game Revenue Survey
streamingcolour.com
streamingcolour.com
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 :)
Luckily, we've found that if you start, Fate will lend you a hand and deliver some needed help.
That said, keeping momentum, coding away, and most of all greatly enjoying the process of creating something will really help you.
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. :-]
To be successful,
(1) Practice.
(2) Network.Freemium is king in the app store now.
Going for gimmicks is like going for get rich quick schemes.
So yeah, while it is currently king, I don't think it's one whose rule will last forever. And if you've committed and positioned yourself to survive on freemium alone, you'll find yourself in a world of hurt.
The medium lifetime revenue is right beside the 90th percentile, which means those top 10% earn the vast majority of the revenue
Writing apps is appealing because it's so much easier than bootstrapping a software business from scratch outside the store but I'm not convinced it's a good bet for the average developer.
Has anyone tried the minecraft approach on the app store?
I consider this wildly successful - I get to work on my games (which I would have done for free anyway) and earn enough to pay the bills.
In other words, iOS seems to be a very bad choice for someone who wants to make money, when you could do a, say, SAAS web app, or a traditional app. Sure, you probably won't START making the same money as a traditional job with those, but the cap is much higher.
Most people are barely recouping their investment in hardware and the iOS developer fee. It's like one of those mail-in schemes in the back of old comic books.
Even in my little niche, there are dozens of hiking apps and just a few make all the money.
I also think the word "hit" is misleading. The people making the money are often the people who released an unsuccessful app, then kept trying, and eventually it was a hit. The people who don't make any money mostly give up before they succeed.
It took me years to make a profitable software company, and I think people expecting to get rich off their first iPhone game just have silly expectations.