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by onion2k
3922 days ago
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The most interesting part, and something that the article doesn't go further in to, is why partnering with artists didn't work. The author just says "interests faded". Why did they fade? Was the artist not really onboard? Did the coding take too long? How could that problem be resolved? Having a second founder makes a huge difference to your chance of success. There's just too much to do on your own. |
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This guy for example, let's be clear... he's released a single game, for free, which got about 250 downloads in total in the past few months (the period for most apps where you get 90% of your downloads). In short, he may have generated $5-10 in advertising or inapp purchase revenue. Now realise that he lives in SF, needs a Mac and a $100 license to even package and publish an empty app, and probably spent a few weeks (if he's experienced) or a few months (more likely) on this app, and quit his job as a web developer to do so. He'll likely never break even on the $100 license to publish to the app store, let alone actually earn the $10k he'd need at minimum to live in SF, work on the project for a few months and pay an artist. That's why profit sharing exists, and artists don't buy it for obvious reasons.
Exceptions exist either if the developer has a reputation or relationship with the artist (not applicable for OP), or if the game is highly original and tons of fun and has a chance of blowing up (Wordsum, with all due respect, is a generic word game. I've built a few similar games myself.) But in general (and in his case), no artist is going to be interested in pursuing that.
Some artists might be willing to do a quick altruistic job for a starting dev (especially a teenager), like spend 30 minutes doing some generic buttons for a menu, or simple vector nature backdrops made up of existing assets. Often they simply want to build their portfolio or build an asset they sell on an asset website, these aren't steady long-term relationships that last, they're one offs that fade.