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by onion2k 3922 days ago
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.

2 comments

Because he's not paying them, I guarantee they're all 'profit share' deals. And 99/100 devs who ask an artist to make free assets for them do it because their app can't even come close to paying the rent for the dev himself, let alone generate enough revenue to pay the artist. Asking the artist to do it for free is the only way, artists know this, they know they'll never get paid and aren't interested in wasting their time.

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.

I find being able to pay (even below market) salaries is really required for longer term project. People on profit share will usually not treat your project as more than a hobby, and at some point life happens- spouse gets sick, a parent dies, money problems, stress at the day job, etc.

At that point the first thing that gets cut is the hobby.

There have also been studies that show people often put in more effort when not being paid than when being paid what they consider an under-market amount.
That's not necessarily inconsistent with the previous comment - they might put in a lot of dedicated effort when they are working on it, but might still not make it a priority when more important stuff interferes. contrariwise, if they were getting paid below market, they might not be as enthused or dedicated, but they might be more committed in the sense of making it something they will try harder to make the time for in the face of other life stuff.
Then good luck to you using that strategy to make commercial games :)

I can only talk from my own experience.