Sales from Descender meant I didn't need to do other work during college (it plays perfectly fine in SheepShaver, if you'd like to give it a try), and it probably helped secure me an internship at Apple working on their internal game development team. I helped work on games for clickwheel iPods. Funnily, I'm one of the full motion video characters in Apple's
Texas Hold'em!
In 2007, after the release of Intel Macs, I shifted to making original indie games for PC and launched http://doomlaser.com. In 2008, with the release of the iPhone SDK, it suddenly became very lucrative to know how to develop games for Apple devices, and I helped build out the Tap Tap Revenge series. My favorite thing I did for that was the final boss sequence for Justice's Phantom Pt. II in Tap Tap Dance. A friend and I modeled it after the Star Gate sequence in 2001: A Space Odyssey (https://www.youtube.com/watch?v=7Q8wLtDFtVQ&t=175s)
Since then, I've gone back and forth between working on personal indie stuff and doing contract work or work in the industry. Helped build the game for The Hunger Games movie, worked on a crazy game for Adult Swim about men transforming into cars, helped build futuristic AR experiences for Niantic's in-house AR SDK, etc.
I switched from building games in my own bespoke C++/Obj-C/OpenGL engines to Unity in 2013. The scene has changed a lot. In the 2007-2011 era, you could pretty much know everybody making cool indie game stuff across the entire world. It was a great time, and a great scene. We all met each other through the TIGSource forums and at events like GDC. It's a much, much larger world now, and thus, it's much harder to stand out. "indie games" as a search term peaked in 2013. But of course, I'm still making my own stuff and also curating cool unique indie game work I see at https://twitter.com/Doomlaser
btw: complimentary serial for anyone who wants to give Descender a try, Name: test Registration #: SDSKSER000-5RF7-068A-7C8F-49D3-4034