1 man

>1 man
>C# + XNA
>10 hours a day
>5 years
>self-made music
>self-made sprites
>self-made millionaire

what's your excuse biz?

Attached: 1516321621313.jpg (3840x2160, 2.7M)

Other urls found in this thread:

gq.com/story/stardew-valley-eric-barone-profile
twitter.com/NSFWRedditImage

>10 hours a day for five years without even knowing if its going to pay off
That doesn't sound like a good deal

did it even pay off? you mean to tell me 200,000 people gave him $10 and now after all the taxes he has $1,000,000?

wow, i've never seen a game that looks like this before. good job.

all that money and you still cant get laid for free

years

Damn, maybe I am not doing so bad after all...

true, but he just rehashed a concept that had already been created and popular, so half the work was already done for him. Smart lad pulled it off and got rich tho

What game?

He did it in a way that is new and hit a large potential audience.

At what point do you say fuck and just hire the damn pajeets to draw sprites or help with the coding.
Seriously.

What type of map do you bois choose in this game

>At what point do you say fuck and just hire the damn pajeets to draw sprites or help with the coding.
>Seriously.

Only true autists find making your own shit more simple than having to hire others to help out.

why the fuck would you hire a pajeet that cant do any of this shit. The best a pajeet can do is that five finger family bullshit.

whatever the default one was, no reason to ever play it a 2nd time. I wanted basic plants and animals farm. Basing your money on fishing or mining or whatever the other options are isn't comfy.

the alt maps are so trashy
they have crazy building restrictions

it made over 30 million dollars in 2016

stardew valley

my girlfriend plays this game and it absolutely blows my mind that one dude made the whole thing. mad respect, dawg.

its the sequel the snes harvest moon deserved. all the other ones were shit. the n64 one was a step down imo.

Speaking from experience
You get burnt out a few times, so you try to hire a pajeet on fiverr. Then you realize they could never create content that matches your standard of quality, or make something with a style that fits into your already existing content. So you give up on that idea and maybe use only one or two of the 200 assets you commissioned.
And back the grind you go. It's a bit of a repeating cycle, because I have hired people on fiverr several times. The only time I was truly satisfied was when I hired a guy to make a 3d model of a game object so I can use it as reference for drawing from any angle.

>this level of cope

Software dev, building my game at night after work. No excuses here user, I'm gonna make it one way or another, even if it fucking kills me.

Did he do that while working a full-time job?

He worked part-time as a ticket usher gq.com/story/stardew-valley-eric-barone-profile

That's nice. I have tried making a game myself, but found that it works best if I can work on it full-time. A full-time job drains so much energy out of you and video game design is insanely time-consuming.
The thing I don't get is how he made enough to pay rent during that time. Let alone keep a girlfriend.

>autistic enough to do the same thing every day for 5 years
>not autistic enough to buy bitcoin
fucking kek

he's a chad and his girlfriend paid for his expenses, and his parents are rich. Nothing in his story says he was worried about student loans, and he had no jobs so I assume its that.

what are you working on?

little action RPG

Attached: MakFS44T8_hj1yiW.webm (1280x720, 2.65M)

Currently porting my game onto Xbox one, it's doing well on Steam. I don't recommend gamedev it's a lot of work.

what game? and yeah it's a lot of work, but lately it's the only thing I can feel passionate about.

CounterAttack

oh neat. did you fund it with a kickstarter or something, or did you just work on it for free in your spare time? how long did it take?

and yet i can make just as much as he does with 1/100000 the effort

Attached: heh.jpg (230x219, 7K)

just worked on it in my spare time. I've probably spent upwards of 10k hours developing, marketing, creating art, dealing with storefronts, and testing it.

Its the app game right? Has it been successful enough that you dont have to wagecuck? How long did it take to learn to code?

this "game" fucking sucks, it is nothing more than a work simulator

>dedication is autism
you're MEGA retarded.

Why is there so much cope in this thread?

The answer is because most people arent capable of busting their balls like this, you're talking to 1 of the laziest most unskilled boards on Jow Forums

Is this sum zoomer harvest moon??? If blockchain games didnt require so much writing on chain (which is literally a micropayment)every fucking five seconds you might get somewhere

Attached: ibp3dxZy2Vys4F.jpg (848x900, 65K)

I've been working on a game for just over a year. The shit thing is I have bad social anxiety so getting all the front end setup (social media, websites ect) is hard for me, but I spend 12-14h a day working on it and it will be great eventually.

I have social media set up, but no one cares about my stuff.

I can't draw. I could program stardew valley in a year if people were okay with child like drawings for graphics.

Is this the finished product? It looks like it needs a lot of work, but it's hard to say from a short webm.

To be honest, this.
He made a million after 5 years of development and I dont know how much since release. That's about what? 16k per month? If you assume that he made his million right out of dev and not 5 more years later. That's a lot of money for a soul crushing autismo job... That he could have made in a single year if he used his autism for something else.
The true redpilled way towards gamedev is to get rich first, flipping phones or cars or houses or whatever, and then you hire a monkey team to code your dream game away.

This is especially true if he's from a 3rd world country. A software engineer will ask for what? 10k a month? Thats the salary for 10 software engineers from an educated poor country.
It's simple math and that dev used his own time to balance the equation instead of others' time.

Day job in temhe way. I mostly dev on the weekend. Always behind the schedule but nearly finished. Made a few thousand with mobile games already. I am trying to make a Steam game now. Sadly, even if the game is good, there is a lot of shit releases every day, so marketing is key. I had the best ROI with simple adword ads.

Most indie games die with only a handful of people ever playing them.

>being this bad at math
>assuming so much
Cope and checked.

This here. 5 years is a long time especially when you take into account how much time he spent learning programming, music design, and art work outside of that time frame. Seen an indie I thought seemed fun, it's one of the kinds of games I like. Style is reminiscent of a few game series I've played in the past. He spent about 2ish years at least working on it and got probably 300 sales at 9.99. It released nearly 4 months ago

Top tier post fren

The attention economy is dying.

No, it's not even close to finished

why is this?

lol that's pretty cute

I made an android sport category game when I was 17 which started getting a lot of traction (2k weekly downloads) and I started getting like $3 a day, sometimes even $11. Reviews were great, literally 95% were 5 star reviews and a lot of comments like "I love this game I hope you can add xyz". Then suddenly out of blue the downloads plummeted 95%. Fucking google play algorithms most likely fucked me over. I was already at top 50 in a very known sport keyword. I had like 5 other great game ideas as well, but I said fuck this when I saw the drop in downloads. It wasn't even so much about the money. I always wanted to create a popular game/app, but then suddenly google fucks me over literally overnight. It's expensive to advertise games as well. It's not like your facebook ads that cost $5 per 1000 impressions(last I checked).

Anyway now 2 years later got 20k LINK and working on an app. If I make it I'll create a small game studio where I don't have to code myself.