123 karma · joined August 4, 2014
To be fair the code they produce is dogshit, so it isn't a problem.
As I'm working towards a Steam release I've been digesting a lot of this guy's advice - https://howtomarketagame.com/
Whilst much of his guidance is of course marketing rather than design related, he does write about genres and game mechanics that attract players - specifically on desktop rather than mobile. It's worth a few hours of your time to check his stuff out.
In the next couple of weeks I'm due to release a boxing game (shameless plug: leatherthegame.com), and other than myself my only tester has been my cousin.
Having worked on the project for over 3 years I'm aware that there are areas where I "can't see the wood for the trees", but I am confident in my own knowledge, and only wanted an external viewpoint to see how a noob would see things from afresh (both in terms of not having used the app before and also him being only a lite-casual boxing fan, so he wasn't up-to-speed with some terminology).
I know full well that once its released the proper boxing fans will get in touch, and I'll change things post-release from that feedback, so my strategy is very much a post-launch end user feedback one. In an ideal world I would have had more friends who could help me test it, but there's only so many opinions I can factor in pre-launch, and managing their experiences and feedback would have been a mini-project to manage purely by itself. When already time-constrained with launch schedules, app store listings and last minute bug hunts and device optimisation I couldn't spare the time to manage a phalanx of testers.
This has been a passion project/scratch-my-own-itch project, which is why I feel more secure not having many outside opinions. If you're building something more strategic, to fill a target niche in a specific market say, then my approach will DEFINITELY NOT WORK. In this case you'd be best off firing out a message on LinkedIn or something like that, asking for would-be best testers.
In short: I like modular, configurable workspaces, with lots of whiteboards.
Typically I find that code quality isn't too vital, as the majority of big-co systems tend to get re-written from the ground up every few years, rather than modifying and evolving the existing system.
Perhaps the key thing is a tighter attitude to specialisation: most Indian (and, for that matter, far east Asian) development teams tend to have a "we can do everything across a billion platforms and techs" approach, where it might be better off concentrating your offering down to a few key techs, and really doubling down on the quality of those.
I was struggling to sync my emails, never mind watch Netflix.
I found switching activities every 45 minutes or so kept me sufficiently engaged.
Then wait a couple of days for the Recruiters' automated search systems to index your CV. You'll start getting phone calls about positions soon after.
In summary I'm a SaaS guy, being used to replace 3 Europeans who aren't likely to be there long-term to continue to build the product beyond its initial launch. My (albeit extortionate) day rate is less than their 3 combined, so it made sense for the company. Right place right time for me.
For colour, from your perspective: if you can get £500 a day in London that's not bad at all, up here in the East Midlands (I'm near Nottingham) I can get £350 to £400 a day, though I would normally trade some back for work flexibility (I prefer to work less than 8 hours a day).
The result is £925 a day for me, which in east midlands UK is a very tasty morsel.