I Am an Indie iOS Developer – Part 2
gabrielhauber.net
gabrielhauber.net
Until I'm clearing 10k/month, quitting isn't even a remote possibility. It would probably even need to be more with health insurance and self employment tax to consider.
Edit: I wish you the best of luck. Maybe I just lack the stomach for betting on something that isn't a sure bet.
http://aeon.co/magazine/psychology/humans-are-wired-for-nega...
We are wired for negativity. You won't be alone.
It's just that my wife won't let me... :)
And that $10k isn't $10k. It's more like $6k after taxes.
So with food and miscellaneous expenses, things start to get tight pretty quickly. Health insurance for a self employed person for a family will easily be $2000+/month. So on top of the high taxes, which are even higher for being self employed, you're getting a non-employer-paid health insurance plan.
...I think my "$10k/month" was probably a bit low, actually.
http://www.irs.gov/Businesses/Small-Businesses-&-Self-Employ...
Medicare which I don't use, because I buy insurance, and social security which I'll never be able to collect.
And... being a family with kids, the government gives us money... I actually get from the government more than I currently pay in taxes.
And... we have (relatively) an excellent public health system. I have no need to buy health insurance, even with a large family.
So... I am glad I'm not trying to do this in the US!!!
Worth mentioning: there is an attractive Plan B which is not "Sell house to avoid defaulting on debts." It is "do iOS development contracting work at market rates, which are somewhere between $1k and $2k per day." The failure of this business should not cause catastrophic financial consequences for your family.
I just can't comprehend why someone would take such huge risks with potentially such limited returns (eg. months where this guy was making $100), having to learn the bizarre vagaries of "App Store Optimisation" (which I'm not really convinced isn't much more than a lottery anyway, and is hardly a core competency for many developers), when the same strong technical skills you already possess can guarantee you a fantastic income.
I've been an independent consultant for many years, and it was never lucrative for me. Maybe I just had the wrong network of contacts. I don't know. I only relatively moved into the iOS space and I've had some decent work, but again, it has been sporadic. Hence my desire to be completely independent and not have to rely on finding contracts all the time.
I have some very specific mid-long term goals for my life, and having to constantly find new contracts will not get me there.
There were never months I only made $100. I've only been committed to this path full-time since July 1 this year. The rest of SongSheet's history I did have other work that kept me somewhat busy.
You have to realise that where I live (Sunshine Coast, Qld, Australia) there isn't a lot people wanting apps built, and there aren't a lot of companies around here to work for, either. I chose to live here, though (biggest reason - my parents and my wife's parents are here, so my kids get to know their grandparents), so I have to live with the limited work opportunities.
I appreciate your thoughts, though :)
You're absolutely right that contacts and location are important; I live out in the countryside and mostly work from my home office, but I think I can only do that right now because I spent most of the previous ten years in London building up the right sorts of connections to allow me to do that - and I still go to London regularly (usually weekly) and am willing to concede I may end up back there again.
With the right approach and attitude, building up connections isn't hard, but it takes a certain pushiness, persistence, and resilience (and an occasional willingness to work at less than a reasonable rate in order to secure future work - the so-called "loss leader" projects) - and in certain locations it may be much harder than others.
I guess I'm guilty of taking it for granted that everyone lives in London, SF, or NYC, where contract roles on eye-watering day-rates - the sort whereby you can work for some fraction of the year and do what you like for the rest, and still maintain an excellent lifestyle - are pretty easy to come by once you have a bit of experience under your belt.
You seem to have a good handle on the London freelancing situation. Do you mind if I shoot you a few questions via email (mine is in my profile)?
I'd love to know where these $1-2k per day iOS contract jobs are that you speak of, though :)
At 4.99 and 6.99 the income was almost the same, with 6.99 having only a small edge. However at 4.99 more people are using your application, that may improve the long term growth. Also in general for about the same income, isn't it better to have more users benefitting from your work, and a cheaper to buy application?
Because the edge is so small it looks like the amount of user are the same and that edge is just because the price difference.
Don't forget support costs. You can make the same income at each price point but at the lower one you will have to respond to lots more emails driving down your total income. Your point that more people using it could lead to higher long-term growth though is valid especially is the app is spreading via word-of-mouth. So it's an important trade off to consider.
Best of luck to you with SongSheet.
I figure at the end of that year I will at least hopefully have enough of a portfolio to get hired as an ios dev somewhere and continue working on my dream with some more stable income.
I know it's probably smarter to keep working on apps on the side but I feel like I could progress south quicker not having a full time job. Also I dread mornings right now. Just curious about others' probably more seasoned opinions.
You'll be just as employable - probably more so - when you're done, even if your projects don't take off at all.
For one person building and maintaining an app to a high standard on just one platform consumes all of your time. If you start developing it on another platform the first platform will suffer.
Building a high-quality app, from scratch is indeed time consuming and generally a full-time affair for a single person. However maintaining it afterwards is significantly less effort as is replicating it to another platform. Latter is not a trivial effort by any means, but it is still much less time consuming than writing an original, because you can readily recycle (a) code (b) ideas (c) supporting infrastructure such as website, support pipeline, etc.
You're right. (Although I can imagine some scenarios in which someone might spend most of their working life in one particular domain, and that's ok). Right now it is taking all my time to build and support this app. I doubt it will be all I will be doing 6 months from now. I have never limited myself long-term to only one platform: I've developed in Java for many years. I've developed applications for Windows. For Symbian. Web apps. And so on. I always like new challenges :) With SongSheet itself I plan on expanding it beyond iOS once I feel comfortable enough with how it is doing on that platform. I don't want to spread myself too thin right now, however - I'm not the best of multitaskers.
In a few cases, it's a lot better. In most cases, it's significantly worse. It just seems to take longer to do everything.
Taking iOS as example, one can specialize on the UI frameworks, audio, networking, HTTP, 2D, 3D (OpenGL, SceneKit, ...), layouts, UNIX layer ...
It is almost impossible to master the whole OS stack.
Now multiply this for all fields you might target.
This is why code written by many consultants, tend to be "just to get stuff done", as there is so much one can learn when jumping from field to field.
If one decides to specialize, it can be a good when in high demand, but also a problem to switch field when the demand is gone.
Camera+ first month: http://taptaptap.com/blog/cameraplus-first-month-sales/
Camera+ hits $2 million: http://taptaptap.com/blog/cameraplus-hits-2-million-sales/
Camera+ hits $6 million: http://taptaptap.com/blog/cameraplus-reaches-6-million-sales...
Some things to note about Camera+ sales figures and how popular their app has been: 1) they run the extremely popular MacHeist promotion so they already have an established audience and email distribution list of over 100k people, 2) they were well known in the iOS community before releasing Camera+ so they had a base of people to spread the word, 3) Camera+, when released, was an amazing and different camera app and the market loved it.
Great job - it's great to see someone really detailing things.