My Recent Nine Months as an Indie Developer
eiswuxe.de
eiswuxe.de
I'm the creator of the blogpost and I just discovered the discussion here. I would love to answer all questions and take a stand on things like "ads on a kids application". But the article travels the internet so fast that I am not able to check all discussions regularly. So I would like you to ask your questions in the comments section of my blog if you really expect an answer. Its the only place where I 100% check all comments each day. Hope you understand.
cheers, Eiswuxe
There are tons of people out there that are dying to get more work in the indie game scene, and some of them are even good.
Adam Atomic wrote up this piece about contracting pixel art a while back: http://www.gamasutra.com/blogs/AdamSaltsman/20090724/2571/Pi...
You may want to dig through the pixeljoint and way of the pixel if you want that particular style. If you are looking for artists more generally, the tigsource forums have both places for posting portfolios and job offers. I think that polycount forums may have places as well, but I am not as familiar with that one.
The point is that a ton of game artists hang out online, and you can get to them through there. I am pretty sure that some of the superstars do contract work as well. Paul veer did super crate box's animation, and as of 6 months ago was taking on freelance.
However, the artist we hired was an ex-coworker of a friend of a guy that we met at a hack day, so just getting out there and meeting other game developers can help as well.
Regarding costs, it is generally cheaper to hire an artist than a programmer, but not by much. Maybe 2/3 - 3/4 of the cost of a good programmer. You certainly are not going to get solid work for free.
Finding designers and working with them are two separate problems though. They speak in a different language so communication can be an issue. Also I found the design crowd to be very opinionated (just like us developers).
Textual requirement specifications don't work so well, instead replace them with sketches and concept ideas, color palettes, mood boards and a lot of IM communication. Also try to keep the iterations short, ask them to show you the work in progress at least a few times a week. You may also try synchronous design sessions, as described here: http://taptaptap.com/blog/the-design-session
Is it strange to have ad supported games for toddlers? What possible benefit could a company get on a click-though from a toddler?
I really enjoyed reading through your reflections, it is always fascinating to see how success comes from the most unlikely angles :)
(edit) elipses
The kids will give a very high accidental click rate, but need to call mommy to hit the back button/close safari, which is enough time for the click to register as legitimate and not accidental.
So yeah, pretty spammy, but money is money.
I designed the apps with the idea in mind that kids should never play those games completely alone. But that leads to a discussion about education in general which is much to big to start here.
The main reason for my apps is not that the parents get some peace during the day (even though a lot of people use it exactly for that) but that kids learn together with their parents, like they always should do. An iDevice / Smartphone is not a toy for toddlers with which you can leave them alone. But this stuff is way beyond my control.
If I would have to take care only of myself, I would have tried to continue even with a minimum income.
I wonder what conversion rates are on mobile ads, seems it's so much easier to "accidentally" click on them.
I suspect there are vast, nice niches being underserved.
I am reminded of Patio's advice and this:
http://www.kaisdavis.com/blog/you-are-in-the-emotion-busines...
"I think the underserved market is pretty much non-geeks."
He has no interest in the stupid adult things they promote and always just goes back to the app to keep playing. I wish they would either limit the apps or make them paid for - kids apps are not a suitable place for ads.
And yes, we could've known this upfront obviously. But I think quite a lot of Indie guys skip over this point at first.
I am always keeping an eye on other frameworks and decide before every new project if corona still fits my needs or if its better to invest some time and learn something new. So maybe I might switch to monkey code / unity / stencyl / whatever in the near future.
Ouch. I'm afraid he's in for a rude awakening at some point in the not too far away future.
http://www.slideshare.net/Alex.Osterwalder/successful-entrep...
it basically says not to kill yourself building the product before testing that there's a market for it. Create a minimum product (MVP) instead :)
You did that with your Farm for Toddlers game, found your niche, now go ahead and be successful :) (I guess you already are, by my standards :) )
Edit: by the way, thanks for sharing and being open with your revenues and your experience
* You can certainly deduct some expenses from the tax.
* You can earn around 8,000 € "tax-free". If you get more, you can substract that amount
* As an indie developer (or as a freelancer or someone with a small company), you are responsible for your own health insurance (but you are required to have one). Public health insurance fees are 15.5% (but it is capped at around 500 € per month, which is still a lot), private might be a bit cheapter, depends on the company
* It is wise to spend some money on a retirement plan, but not a requirement
* Then you pay 30 % in tax (I don't know whether health insurance is tax-deductible)
So, if you make 50K in revenue, you can substract business-related expenses, another 8K for the income that is tax-free and pay 30 % on the rest. That is your income, which can be used for health insurance, pension and everything else (again, I'm unsure whether health insurance is before or after tax).
This is when you are not married. Marriage reduces the tax, but I don't know the numbers.
In opposite, when you are employed, you pay 40.5 % tax, which includes everything (governmental retirement plan, health insurance, "public service fees" (don't know how you would call them)).
Edit: Added some more info
* If you are a freelancer and your income depends primarily on the time you invest, you should aim for a higher income, because obvioulsy vacation and sickness don't earn you any money.
* As someone with a product that provides a more or less reliable income stream independent from time you put in, a yearly income of around 40-50K is certainly good and sufficient, to make a living. Eiswuxe said he made 3,500 €, which is a yearly salary of 42K. Not too bad and he can expect to steadily increase it, since more and more games are added to his portfolio.
* Don't be afraid of taxes when you are self-employed. They aren't that much different from being employed. The main differene is that you are responsible for a steady income.
* Go to a tax consultant (Steuerberater). Good ones offer you a free introduction, where you can ask questions. As a gentleman, it would be nice to use their service then at least once (if they seem to be reasonable). They can fill your tax return (Steuererklärung) for around 150-200 €, if you are employed and don't have tons of bills that need to be entered in a computer.
For me at least, talking to a tax consultant gave me a way better understanding of the whole subject and even took away some fears what would happen, if I quit my job and start traveling the world while "only" making 50K in renevue per year on the side with my product.
Lets say he has 2500 EUR of pre-vat income after those expenses he would have to pay income taxes of roughly 500 EUR (32%) leaving 2000 EUR net income.
So, let me get this straight:
- Health insurance can be considered as a fixed 500 monthly ammount. Question: Can it be higher?
- You are not obliged to pay for pension. Here I doubt a bit. Independent workers pay 26% of their income for pension in Italy...
Which means (in thousands):
=======
+50
-8 - no tax income
-6 - health insurance
----
36
-0.7 * 36 - income taxes
----
25.2
+ 8
----
33.2
33.2/12 = estimated monthly 2760 euro
=======
If that were true, that is really good.
Public insurance rates are related to income but are capped at a certain rate (slightly adjusted year by year), so you're not going to pay more than like 650 EUR or so, even if you're making millions. But they are more expensive to start with (I think around 300) and they offer only basic plans (no special treatment, no alternative medicine, etc.).
As you can not easily switch back from a private to a public plan, it can be a tough choice.
Retirement: when self employed, you really can opt out of retirement plans, there's no obligation.
In a startup phase you can avoid most of them, and they're all not very big but still add up.
Also, this is without pension contributions (if I'm following your calculations correctly?), whereas an equivalent full time job would include them.
Still not too bad, but not an equivalent of what one would make in a 'regular' job, even when keeping risk discount factors low.
Because if no VAT is withheld anywhere, it's only a matter of time before the tax man will come knocking on dev doors...
On the other side, for the buyers the 'invoice' contains nothing about VAT and their have been lively discussions if there is VAT, should be VAT and if there is how freelancers/companies can get that VAT back (again, company-company payments don't have to pay VAT, but getting it back across borders can be quite hard, especially when it is unclear if there is any).
Edit: It seems like it's back up now.
To me, this is the key thing he did that enabled everything else. That, and observing actual appreciation in real life (those kids).
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