The Cost of a Development Team and The Price of a Video Game

DaClown

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Sep 12, 2020
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I believe some of more successful devs on F95zone did start out as complete newbs who just learned how to code, render, and write. How do these skills translate to the greater game dev market though? I could be just ignorant on this matter, but if I go to an interview at a game company with a resume highlighting "Creator of Incest Dreamz. Able to use DAZ software. Able to do basic code on renpy by googling the info," I don't think it would be a particularly happy memory.
I know for a fact that a number of game devs including big name game devs got their start making porn games or porn apps or running porn sites. I am relatively certain that the dev of Free Cities got offered more to develop for someone else than they were getting for working on Free Cities; they took that offer and didn't look back.

You may look at your project and its connotations and cringe. Game devs that look at your project see many milestones passed. The right of passage and the qualifier for whether you're a game developer is not some fancy school or if you made a multimillion dollar breakout. It is did you make a game? Is it playable (not even is it fun or good)? Did you finish it? Is it well supported IE did you debug it and patch it?

One of the big things that are looked for in indie game dev is whether or not you will finish what you set out to do and whether or not you will grow to do what needs to be done.

Could you really say the average adult game dev on the site has equivalent qualifications to whoever is getting hired for entry level game developer positions? These are not just rhetorical questions, because I really don't know hehe. Sure, the hours they put in and the general work they are doing might be the same, but that doesn't always translate to their "worth" being equal.
If you put in the arduous hours and you ship the game then you a worthy of the minimum income for the industry. Period. There are many reasons that the average income of indie developers is 50K$/year; it has to do with the time and effort investment costs of game projects towards the low end. I know now this is a controversial statement on this site but it is non-negotiable that game development costs money.

It doesn't particularly matter if you knew nothing about game development going in. Game development is not something you can learn by doing standardized multiple choice testing; you learn by doing and if you did the thing and made the thing even if it is shitty then you are a game developer, and you have skills that are highly valued. Doing the work and having something to show for it qualifies.

What if splitting work is a big headache for me because I'm a lone wolf kinda guy? Not to mention, you will need to pick up another skillset on top of whatever you were doing: management.
It is a continuing issue in this thread that people keep making assertions that show that they would see themselves as managers in a team development game. The bosses. The leads. One of the reasons people do indie projects is to not have hierarchies like that. Whether solo indie or team indie game development, non-hierarchalization (some might call it anarchy) holds true. Management is not exactly an essential skill of game development, but TEAMWORK is. "Teamwork makes the dreamwork" and all that.

Also, .
 

moskyx

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Jun 17, 2019
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If you put in the arduous hours and you ship the game then you a worthy of the minimum income for the industry. Period. There are many reasons that the average income of indie developers is 50K$/year; it has to do with the time and effort investment costs of game projects towards the low end. I know now this is a controversial statement on this site but it is non-negotiable that game development costs money.
Man, just stop right here. Developing games costs money? that's some news (sarcasm). You say "create/join a team, it will boost your income" but even if data shows teams make more money that solo devs, that doesn't neccesarily mean all the team members would be better rewarded than they could be working solo in this same niche. The issue you keep failing to address in this thread is who's going to pay that minimum income you deserve when you're developing an amateur lewd game. And the point you don't seem to understand or plainly avoid is that there are people who are willing to develop a game at a huge loss because is their hobby, their personal project, that 'little spark' that fuels their lives, or maybe just a way of escape from their daily routine, and they don't need to add to all of that the management complictaions a team always bring, or they don't want to be bossed by someone else also in their spare time. This is like advising sunday league players to aim for pro leagues, because their effort is similar and thus should be similarly rewarded.

What I don't understand is why we keep this discussion running in circles for almost a week when it's obvious you and us are talking about a whole different universe.

Those who want to make a career in game development won't create a lewd game and put it in Pareon unless it's a personal side-project, because there's a well-established gaming industry out there where they can try their luck, an industry that demands technical skills in software using, coding languages etc that 99,99% of lewd games don't need at all. Those people know what's the path they have to take and that path is not creating a Ren'Py incest VN. Those people would probably end earning the minimum you set, by joining an already established studio or by creating their own (by themselves or creating a new devolopment team with some other motivated people). They are profesionals. People here is not and, most importantly, don't give a shit about becoming one 'as per industry standards'. Even though, every now and then, some of them reach a decent level of income, maybe low for those industry standards, but enough for them to make a living. You can't force them to join others to build a team that could work like a pro indy studio or to demand their market to pay them even more to reach that industry's average wage. You just can't.
 

Paz

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Aug 9, 2016
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...snip...
Might I ask why do you keep harping about the "correct" process to create a porn game when a few actual game developers who make a living off of it already said that this is not how it works?
What are your credentials apart from the odd project management Youtube video you might have seen? Because, from this wall of text what I gather is that you've never been actually involved in making a porn game.

Your "correct" way -and the associated random collection of links you call a game dev megathread- is actually a detriment to most new developers instead of a helping hand.
And the ones that have the means and budget to apply those insights you provide if they so decide (hire a bunch of people/market the product) surely don't need you to tell them. They know better from first-hand experience.

And seriously, what is this absurd fixation with those numbers you cite constantly? There is a whole world outside your area of living that has extremely different costs. Those numbers do not apply in the slightest, but you seem to fail to grasp it.

On a slightly off-topic note, if anyone wants a developer for 50k/year hit me up. That's ~5x the living wage here so I will gladly quit my day job for you.
 

baka

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I have been a programmer for 20 years, making dozen of programs, cracking hundreds of flash games, releasing tools that you can download for free on this site and recently making a game-engine from scratch with, so far earning 0$.
the reason Im doing this is because I enjoy doing it, not for the money. the money we get for this game (first of many, since I will make more in the future) will go to the 2D artist or other team members. if we have a surplus, I will take it and put it in a saving, that will be used only for a new computer or parts, or project expenses or even donating to another dev out there. theres not in my mind that I can survive economically doing this. that is why I have another job.
 

Cherry Bomb

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Mar 19, 2018
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You can't really compare ero devs who work with mostly premade assets and code to actual programmers and asset makers who make that stuff from a to z.
I think this part can't be overstated. Simply search by RenPy in the games list and see just how many use the EXACT SAME male and female characters from Big Brother (Note: I do not know if they started in Big Brother or if they came from somewhere else but that is where I know them from.)

While this is pretty blatant with RenPy, almost anything made with RPGMaker is wholly premade assets with very simple plug-n-play coding and pictures (sometimes stolen) interspersed and don't even get someone started on "Real Porn" "Games." Its a little ridiculous to look at the same people making these games and say they deserve that juicy 50-80k a year because they're technically a "developer" in the loosest sense of the word.
 
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jamdan

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Sep 28, 2018
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The large majority of adult game developers are amateurs who do this as a hobby / side-job. There may be 5-6 developers that I would consider "professional". Dr.PinkCake (who as far as I know, doesn't have a team), Philly (who just has a writer, and still works a regular job), NLT (who has testers, I think) MrDots (who has 2 writers), Runey (who just has testers) and I suppose DarkCookie (the only one who actually has a full team) but I count him simply because of the money he makes, not the game itself. Just because you have a team, doesn't necessarily mean you will work better or worse. If anything, it just adds more complexity to the development.

As far as paying team members go, that isn't that simple. If someone actually has the skill to be worth hiring, they probably already have another job that pays more than being a team member of a game would pay. You would have to have DarkCookie levals of money to actually hire a decent quality team and have that team work full time, not as a side-job. As noted above, most of the big developers just have testers and maybe a writer to help out, but they still do the lion-share of the work themselves. The testers (and proofreaders) probably work for free too.

As far as paying for a game goes, I think people subbing on Patreon would make more money than people buying the game outright on a person to person basis. If someone is a $5 Patron for the duration of the project, and that game takes 2 years to complete, that person basically paid 120 dollars for the game. The higher level patrons will end up spending hundreds for the game. The best move to maximize money would be to simply put the game on Steam when it's complete (as some of the previously mentioned devs have done) while having good Patreon tiers.

Another thing is, as far as doing this full-time goes, putting "Adult Game Dev" on your resume may not help you very much if/when you want to do something else, or if something happened that forced you to quit. We've saw many games abandoned, some of them very popular. Doing this full time is probably too volatile for most to consider.
 

RanliLabz

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I think this part can't be overstated. Simply search by RenPy in the games list and see just how many use the EXACT SAME male and female characters from Big Brother (Note: I do not know if they started in Big Brother or if they came from somewhere else but that is where I know them from.)

While this is pretty blatant with RenPy, almost anything made with RPGMaker is wholly premade assets with very simple plug-n-play coding and pictures (sometimes stolen) interspersed and don't even get someone started on "Real Porn" "Games." Its a little ridiculous to look at the same people making these games and say they deserve that juicy 50-80k a year because they're technically a "developer" in the loosest sense of the word.
Re Big Brother assets: the reason you see the same old characters again and again is that both BB and many others are incredibly lazy about character creation - they simply use the DAZ 3D base models like Michael 7 and Victoria 7. Some will have paid for these, most will have pirated them.

Part of this is because they lack skill or creativity - but another advantage is that these characters come with vast amounts of pre-made poses, expressions, and animation blocks (why you also see the same poses and sex-moves over and over). This means that a lazy dev is just assembling things made by others - something literally anyone could do.

I just don’t play games that haven’t bothered to create bespoke characters any more... I actively can’t bear seeing the same old haircuts and faces and giant deformed Dicktator phalli bobbing around in that fucking clothing boutique.

K - tangential rant over :LOL:
 
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Joshua Tree

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Re Big Brother assets: the reason you see the same old characters again and again is that both BB and many others are incredibly lazy about character creation - they simply use the DAZ 3D base models like Michael 7 and Victoria 7. Some will have paid for these, most will have pirated them.

Part of this is because they lack skill or creativity - but another advantage is that these characters come with vast amounts of pre-made poses, expressions, and animation blocks (why you also see the same poses and sex-moves over and over). This means that a lazy dev is just assembling things made by others - something literally anyone could do.

I just don’t play games that haven’t bothered to create bespoke characters any more... I actively can’t bear seeing the same old haircuts and faces and giant deformed Dicktator phalli bobbing around in that fucking clothing boutique.

K - tangential rant over :LOL:
Suppose you can say NautghtyRoad took everyone to school with his "Light of my life", then :ROFLMAO:
 

DaClown

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Plus, the said numbers are ridiculously wrong. @DaClown talked about US$ 3800/month to be able to live in the USA ? It's the cost for someone with a job, not someone self employed that have to pay the taxes, his insurance, and all. And, of course, this apply only for the USA, while we know that around 75% of the devs live somewhere else.
The majority of users responding to polls on this site claim to be in the US. Even if you're living somewhere like India, you can get paid the US going rates via remote work. There's a lot of work in the game and tech industries which get outsourced. If you are an adult game dev in India then production of pornography is illegal and engage in it constitutes a high risk activity, so the higher income relative to national averages is economically justified to cover the costs of legal costs and possible fines or prison time or other legal penalties. There are a lot of places in the world where people are capable or interested in adult game development but where it is either illegal to possess pornography, to make pornography, to sell pornography, or to transmit it online or internationally. The US is one of the largest markets for pornography and one of the largest producers of it.

The US is among the largest producers of games in the world and one of the largest markets for games until very recently. We'll see how China changes with them tentatively dropping the fiction ban, but they are still a market in which porn is very illegal and has imprisonment rates comparable to the US.

Most people who are going to be engaging in game development projects in the US are going to be living in or near or dependent upon cities. Most cities have higher living costs than minimum wage. I live in a relatively rural or exurban area in the US; the rent in my area for a studio apartment or single occupancy dwelling is around 1000$/month alone. Rents near Sacramento, in the Bay Area, or in LA are much higher than that.

I am open to arguments about what the international average is or should be, but I can tell you sight unseen that it is not 0$/month and it is not 10K$/month for any country randomly sampled. For my purposes if a given country has 0 adult game dev projects or studios or all such projects or studios are strictly underground due to legal reasons then the of cost operation in those countries is not lower than the US but higher. Similar for countries where sex work and adult games exist in service to the national military intelligence like Russia.

I think discussing the differences between being employed vs contract work vs running your own small business as a self-employed business owner vs not-for-profit adult game development are worth discussing. For starters, if you go self-employed solo dev then your costs are higher not lower than working with a team in an indie LLC or working in a big corporate game dev studio or publisher. Tax rates are generally going to be unfavorable and now you need to be your own accountant as well. If you're a poor adult game dev and can't afford a lawyer and an accountant then you're far more likely to be visited by the FBI/local-police or the IRS than if you're a rich adult game dev or working with corporate representation. Good luck protecting your IP.

Again, the 3800$/month figure is not just your pay. It is the price of running the entire business. Including health and property insurance, rent for work space, tech costs, utilities, contract work, getting a lawyer and accountant to keep the law off your backs and hold your IP in trust and represent your project in court. I assume you want to retire someday. Have days off. Go on vacation. Have a disposable income.

And again, the 3800$/month figure is pegged to the average costs of an indie game development project. Don't take my word for it. Do the research. As far as I am concerned, this is a sunshiny low-ball figure not the gritty realistic and pessimistic costs.

Owning and running a business is not cheap. And if you think that adult game dev isn't running or owning a business because you call it a hobby or whatever then you're in for rude surprises along your journey.
 

M$hot

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May 28, 2017
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Some people simply prefer doing something they are passionate about over getting the best ROI. You seem to have a bit of a narrow focus (judging by your list of 'if x then gtfo') which while understandable, just doesn't seem to equate to reality. I agree on all the numbers that a dev would make elsewhere, or what a programmer might cost, all that. But right now it seems that the majority of devs fall into one of two camps. Passionate about money, their game secondary OR Passionate about their game and money secondary.

Outside of a few exceptions, the ROI on adult game "development" is going to be worse than alternatives. S&P 500 or S&P 1200 give a reliable return, real estate development (if you invest the same amount of time learning that you'd have to stick into learning the game creation process), flipping or even applying basic Buy Low, Sell High to Ebay would be better ways to make money than lewd game development. You also can't really put these things on your resumé, from which I can only conclude that those that do it are mostly doing it out of passion with the hope they make enough to quit their dayjob.

Owning and running a business is indeed not cheap, and if I wanted to start a studio and hire 4 people full time, that would also indeed not be cheap. If I however do it as a hobby because I think it's fun, there's no overhead, no employees, no contractors, no incorporation documents, no shareholders, no holidays, no sick pay, no outside tax accountant.. Everything I need for my business I have not needed for doing the thing I'm doing. Which leads me to indeed draw the conclusion that at least the way I do it, is indeed not anything like running and owning a business. Same goes for any of the evening/weekend coders.

People do charity work because it's something they are so passionate about they're willing to give time for zero pay because what they are doing gives them that much satisfaction. A lot of the devs that do game development on the side are basically doing charity work, spending time for no money because it gives them satisfaction. It's nice if you get something out of it but it doesn't seem like a prerequisite.

And I think that is where your view and mine just differ wildly. It appears to me that you see an ideal world where knowing the numbers and following the plan will have the 'obvious' outcome of success. I meanwhile see you telling charity workers that they should start a company to do the same thing they are doing now but with a lot more headaches because it could get them paid.

Sorry, this got long, but one more thing. If it costs 5 people a year and $250,000 to get a game made, someone has to front that because Patreon is unstable and it's unlikely you will get a collection of people to kick in 21k a month from the jump. Even if you have $2.5m, do you want to risk 10% of your net worth on fronting the costs on a game with the hopes you can get 10.000 sales on the backend? A solo dev in the attic may have less chance of making it big on his/her own but they're also not carrying that burden on their shoulders. I worked really fucking hard for my money, I ain't going to risk it on hiring a team. Perhaps if someone wins the lottery they will do just that, because money you didn't work for is easily spent, but that is the only 'realistic' way I can see happen what it appears you feel *should* happen. And this "realistic way" involves a 1 in 100.000.000 longshot.

TL;DR: I respectfully disagree with Clown.
 

DuniX

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Dec 20, 2016
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I have several times stipulated various conditions in which "This thread is not for you: GTFO"

You don't want to work with a team? K. Get the fuck out.

You don't think a team is necessary? K. Get the fuck out.

You don't want to pay team members or be paid by team members or otherwise share a common pool of income for the game development budget? K. Get the fuck out.

You want literally every dollar that comes into the project and to give 0$ to any one else that contributes or supports your project? K. Get the fuck out.

You don't want to pay people what they're worth or you want to pay them substandard wages? K. Get the fuck out.

You're doing all this as a hobby that you expect to burn cash on and never expect to see some kind of return on investment and can do this kind of thing as leisure and have no need or desire to know how to price things? K. Get the fuck out.

You don't think you should have to pay any amount of money at any point in the development process whether as investment in the dev team directly through things like Kickstarter, Patreon, Early Access, or investment funds, or as a purchase of the finished product or the premium currencies for a F2P/P2P/P2W game? K. Get the fuck out.

You think the adult game development industry isn't like the regular game development industry and the standards that can apply to adult game development should be if anything lower? K. Get the fuck out.

You don't want to pay for the additional risks that adult game developers take to make the games this community depends upon for its existence? K. Get the fuck out.

You don't like being told hard truths about the inviability of your project or plans or schemes or lack there of? K. Get the fuck out.

You don't actually want your project to succeed or care whether your project succeeds or is finished or is playable? K. Get the fuck out.

Do you understand and sense the theme here?
DaClown seems to have a major misunderstanding on Indie Game Development in general.

Do you know what most Indie Games on Steam make?
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The fact that Patreon exists to give a few bucks and the fact that developers can get away with dubious asset sources is already an advantage for Adult Games to make them more viable.

Even then the standard practice for this kind of VN projects(Winter Wolves, Honoka Games) is Commissions, and especially if you can buy already existing assets instead like BGs,sounds, music.
So while it's technically true that more people work on a project, they are still pretty much a one man shows.
Original assets like sprites and scenes would have to be carefully budgeted. Most of the value of the project in terms of writing and coding would need to be provided yourself. And there is a good reason why you see all this Daz or Illusion assets here as that is another way to provide the value yourself.

All this talk about hiring people for 150k a year is pretty much a pipe dream.
More investment and hiring can only happen when the project is already popular and they have the money to spend.
And they wouldn't be stupid to hire people from San Francisco, they can hire from any parts of the world for cheap, with the internet anyone can develop skills.

And if you happen to be a developer in one of those expensive cities? K. Get the fuck out.
YOU have no business to be in both Indie or Adult Games Industry.
 
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moskyx

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Jun 17, 2019
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I've actually been pretty clear and extensively explicit about this. WHOEVER WANTS THE GAME MADE. Your solo project that you want to see succeed and you don't want snotty investors or patrons dictating anything? You are going to pay the bill. It will cost you about 50K$/year per development role that is needed for the project; I have left the exact costs and details of project management and marketing out because it is beyond the scope of this thread, and I am working on a thread to get more detailed about how much a video game costs. The basics of it though in broad general terms is that if the game takes a year for a 5 person team to develop (programmer, artist, game designer, writer, audio/QA) then you're looking at shelling out 250K$ for the whole project or putting in sweat equity equal to that; if you're working solo then your output is going to be somewhere near to 10K$/year for each role, so you're going to probably put in something like 25 years worth of work to do the same thing; if you're really talented and dedicated then you can probably do the basic game in less than 12 years then hire a team to finish and polish it.

I assume for the purposes of the thread and generality that most people aren't willing or aren't able to put out 250K$ for a video game even if they really want to play it, so I general consider that scenario to be unremarkable and absurd to dwell on or talk extensively about because I know it is going to raise more arguments than it is going to settle because the people who are adamant about Going There Own Way aren't reasonable people and aren't who I am addressing.

As such, in general the people who will pay that minimum income that every game developer deserves for the work they do is generally speaking the audience that supports the game. Which means patrons, investors, or customers. You want to make a game that takes a 5 person team 1 year to make such that the price tag on the game is basically 250K$? If 250K people pay 1$ each into the project then the project can be done maybe in 1 year if everyone plays nice and works together. Otherwise, you need 50K people to pay 5$ or you need 25K people paying 10$ or you need 10K people to pay 25$ or you need 1K people to pay 250$ or you need 100 people paying 2500$ or you need 10 people paying 25K$.

This is all implicit in my screws example. I laid out the basic method with an example. I don't work for you and you're not paying me, so I am not going to do the math for you or the research.

The community will pay opportunity costs in the form of brain drain and poaching if it does not support its devs. People will go off as they get more and more skilled and knowledgeable and build up their portfolios. I encourage people who see greener pastures to go for it. Don't let this bullshit mire you.
Ok, last comment since you basically told me to get the fuck out of here and leave you alone. Personal work value does not equal product's perceived value by the market. You can put a lot of effort (let's measure that in working hours) that should be rewarded and you can have paid for production costs, yet your outcome (your game) might not be worth that total amount. That's why I asked you who's going to pay you, because you keep repeating this like a mantra: you work on a lewd game, you should be paid like pro people is being paid in the gaming industry. Well, not really.

If I totally missed your point after all those messages, I'm sorry. Maybe next time try to write them using less words, IDK. Cheers
 
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Joshua Tree

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All of this means this thread is not for you. Quit. There is plenty of things for you to spend your time and energy on which is not this thread. Things which are more valuable, interesting, relevant, and agreeable to you. Frolick, be free.
Consider the composition of the users on this site, could almost argue, this site is not for you?

At least its safe to say you are not getting the response you are looking for...

You said you are a game designer. So want to share what you actually worked on?
 

anne O'nymous

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The majority of users responding to polls on this site claim to be in the US.
Do you have a link to provide ? Because it's not what say this poll ; which, to my knowledge, is the only one on this subject here.
But anyway, we are talking about authors, not players. And it appear that, among those we know where they live, the majority live outside of the USA.


Even if you're living somewhere like India, you can get paid the US going rates via remote work.
Which have absolutely nothing to do with the subject. I address the specific point where you claimed that US $3 800 is enough to live in the USA, saying that it don't apply to freelancer. At no time I said that you can't be payed in US dollars whatever part of the world you live in. I also never that this sum isn't more than enough to live in some other parts of the world ; in fact I explicitly said that it is.

[big cut of the rest of the your answer totally unrelated to what you quoted]


Again, the 3800$/month figure is not just your pay. It is the price of running the entire business. Including health and property insurance, rent for work space, tech costs, utilities, contract work, getting a lawyer and accountant to keep the law off your backs and hold your IP in trust and represent your project in court. I assume you want to retire someday. Have days off. Go on vacation. Have a disposable income.
So, in short, when someone is "self employed [he] have to pay the taxes, his insurance, and all"...
What's exactly the interest of repeating, way more verbosely, what you quoted of my own comment ?


Owning and running a business is not cheap. And if you think that adult game dev isn't running or owning a business because you call it a hobby or whatever then you're in for rude surprises along your journey.
There's absolutely nothing in what I said that can lead to this conclusion, are you sure that you effectively took the time to read my answer ?
On a side note, I know perfectly well what being freelancer imply, I've been one for many years.
 
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Obscure

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Well, we're porno game devs.

We're less evil and more... Terrible and not good.

Not like those Star Citizen/Bethesda/Naughty Dog/Bioware devs who keep deadlines and don't release buggy, badly written games filled with weird off putting fetishes.
 
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baka

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as for me, what DaClown is arguing about is against everything that a pirate/indie/private dev is all about.
and it seems he is unwillingly to understand, and like a repeating record is talking about numbers and how much a dev should earn.
this is insulting and provocative when you think about it.
most devs start from nothing, spend time to create something and when releasing, most of the time will get you very little support or nothing at all. it could take years before you get 100$ a month for thousands of hours work.
this scene is not about profit but about creativity, if we start to think about money 99% will fail. I would fail 20 years ago.
if we follow his thoughts I would not be here and Im sure 99% of the other devs as well.
the rest of us would buy japanese hentai games and from time to time a mediocre western porn game. no crackers, no tool-makers or translators, would not allow us to crack/implement translation on those, so we are all forced to play a game that we dont understand. we would all buy membership on paysite, since those are the only one we can find stuff. such a boring world.
 

Joshua Tree

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I hope it wont become a standard for people to start new threads to tell about how bad people was to you in your previous thread for disagreeing with your views. (Particular not after basically telling everyone to GTFO.. :ROFLMAO: )
 

DaClown

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Sep 12, 2020
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talking about numbers and how much a dev should earn.
Actually, I am talking about how much devs can and do earn in the game dev industry where 50K$/year is the bottom bracket.

The more you hew to the game dev hobbyist approach where it is basically not actually a product management and business project the closer you tend towards vanity publishing standards or just fucking around at your own expense. Best case, you're looking at 10K$/year income. That isn't "what you should make" that is the average that you can expect if your game happens to be in the 3% to 7% of games which successfully market (do your due dilligence and make something that a sufficient niche of people will actually pay to buy and play). Average case is you're out several thousand dollars or hundreds of hours of your life.

In the industry, they refer to this as being "non-viable". This means the game doesn't even break even or pay enough in particular to afford to start another game project to continue in the game industry. A significant number of the detractors in this thread are not even relevant in what I am talking about here. They're not even interested in publishing on Steam or an equivalent market place; they aren't talking about publishing marketable games; they're not talking about getting into the game industry to stay there.

Something which I think perhaps needs to be explicitly said because people can't read between the lines or simply won't is that for the vast majority of games that can be made almost none of them are marketable. For a vast number of people, this means that if you're in it for the money then quit. There are bunch of game designs and narratives circulated on this site and in the forums that are simply not viable; many of which either have been abandoned, banned, or altered beyond recognition to avoid being abandoned or banned. Most game designs fail to pass basic prototyping playtests and are boring slogs and digital chores to earn scraps of badly made (or often stolen/derivative) lewd content.

Someone commented on my statements that I made about my own game designs. They interpreted what I said about not publishing my game designs as meaning they're not good or they are bad. Most of my games are tailor made for my friends and family. At their best, they are made to appeal to one and only one person. They aren't designed for marketing success. I have games which are intended for market in pre-production, but they will take some years to reach a playable state, and I may not pursue their development or may not pursue their publication; many of my designs are halted by the fact that I need to raise significant funds for their development and can not do that unless or until I have produced adequate fundamentals for starting and running a game development business. Most of my developments are for the state of the art and my education not as a means of income for myself.

It is common for people to think that if they make a game that they will be compensated for it eventually. A "if I build it they will come" kind of mentality. This is why 93% of the games on Steam fail to sell. Programmers in particular tend to have this view that whatever junk they turn out will be marketable in some way; most of the games people make are about learning to make a game at all and are not made for some market. It is entirely possible and in fact pretty common for people to spend more money, time, and effort in marketing something that is not marketable than they get from the efforts of marketing it.

This is another reason that team game developers tend to outperform solo developers 5 to 1 and why most commercially successful games are made by teams of 5 or more people. The appeal of a game design has to be wider automatically to get and keep the attention and efforts of more people in development. This means that the conditions of development are more conducive to accidentally coinciding with a viable market niche for team games or to drift away from the proclivities of a singular individual towards something of more general social interest.

What people "should" or "ought" to do depends entirely on what those people want. The people I have told to GTFO are not the audience that I am speaking to. The loudest people in a crowd are not necessarily who I am addressing and the fact that people speak up at all does not entitle them to response, consideration, rebuttal, or anything; loudness does not translate to relevance.

Also, I am perfectly comfortable with saying that most game projects should not make it out of pre-production. I don't necessarily think the community is benefited by some solo jack-off's project getting published in a worse-than-prototype state without any real support or interest from the community, and I don't shed tears over that jack-off anguishing about how difficult it is to get even a pittance for all their efforts.

No developer is entitled to success, support, or any other person's time or attention or efforts. I think there is merit in working to earn the support of worthwhile communities and part of earning that support is quid pro quo; I think there is merit in testing to see if communities are worthwhile.

most devs start from nothing
This is false. One of the particular points that I have made repeatedly in this thread is that game development isn't cheap. There are a lot of reasons that video game development has been concentrated into the hands of the relatively wealthy. Average game takes around 3 to 5 years to develop with a dedicated team of 5 or more people even when the scope of the game is relatively small; cheap, short, and very constrained games can take a few weeks to a few months to implement and polish, but you're not going to see 50K$/year for implementing yet another Tic Tac Toe clone. Though even at the 50K$/year rate, a game that takes 4 weeks to implement is valued at around 3800$. At the 10K$/year rate for a solo dev making say Tic Tac Toe in 4 weeks, we're still talking 770$ for the game.

Most devs start from loans or grants; loans require collateral which means significant assets of some kind such as a house or cars. Many devs start from foundations or trusts or by being adjacent to people who have foundations or trusts; a significant part of the development of media generally is rooted in ; this is something that Patreon and Kickstarter attempt to replicate in corporate networks.

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if we start to think about money 99% will fail. I would fail 20 years ago.
if we follow his thoughts I would not be here and Im sure 99% of the other devs as well.
Yes. This site would not exist if people weren't thinking about the money. This site literally didn't exist 20 years ago. For the most part, no site like this existed 20 years ago. They couldn't. There wasn't ways for people to get their payments processed for adult game development; the situation is only what it is now because sex workers around the world have been doing hard work to make policy changes. And they are able to do that because they work the funding and develop organizational methods to get funding and facilitate transactions.

For me, none of this that you propose is hypothetical. It is most of my adult life. It was boring. It only changed when people started making a living doing it and when people saw that it was possible in principle for a person to make a living doing it. It's only been even partially like this for maybe 10 years now. Almost all the significant development is only in the last 6 years.

In a big over arching sense, the majority of the community did fail 20 years ago, and we didn't have forums like this or databases of thousands of adult games or have dozens to hundreds of games developed each year; almost all the archives of erotica from that time are no longer operational and most of what was produced from then is lost; the majority of porn media at the time was live action pornography produced on the fringes of Hollywood/Las Vegas or in backalley deals in the darkweb, and all that was only possible because pornographers and furries built the Internet. Closest thing that existed then that I can think of was Newgrounds; Newgrounds crawled so y'all can walk.


And none of this is an admonishment about "piracy" as a general concept or practice. ; for games, this generally translates to a practice of fair use to try out the product before committing to materially supporting it and its developers/distributors; during the 90s, this often meant free access to tech demos.
 

khumak

Engaged Member
Oct 2, 2017
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Seemed like a lot of the posts in this thread imply that you'll have a better chance of success and make more money hiring an entire team to make a game than you would as a solo dev. I find that rather unlikely. Most adult game developers are amateurs and most of their projects are going to fail outright. Hiring an entire team just means on top of your project probably failing, you also have to pay an entire team out of pocket for a game that's not making a profit. You don't hear much about all the abandoned projects, just the successful ones.

The model that I see most adult game devs following is to have a full time day job supplying their income initially so they can work on their game as a hobby, part time, by themselves without having to pay people salaries for a project that probably won't pan out. Then if it turns out that they're good at it and they do start making money they can decide whether they think they could actually make a living at it going full time (usually taking a pay cut when they quit their day job).

If their success continues to grow to where they're bringing in $10k+ per month then they start thinking about taking on a partner who they would presumably either pay a salary or give a percentage of their patreon revenue to. This may or may not increase their own profits depending on whether the new guy's contribution increases the appeal of the game enough to fully counteract his pay. Initially that partner is probably going to result in a significant pay cut to the original dev though unless their pay arrangement is contingent on revenue growth beyond the growth trend of the solo dev.
 
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Joshua Tree

Conversation Conqueror
Jul 10, 2017
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I'm really inclined to think trolling now..... Wall of text 3 weeks later....

DaClown you got any examples of your game designs, or even any finished games to actually show too? And how much any of them actually made if sold at all? When preaching in the church it help have something more than empty words.

Talking about how much people in the industry earns working in studios making AAA titles doesn't reflect the creators of adult games you find around here. It been said and stated several times. Majority of the creators does it as a hobby and got a rl job as it is. Some get a decent income a month from Patreon etc, but it's more about gravy on top. Extra spending cash...

Linking to a GDC video to show how much games on steam earn proves nothing when it come to adult games, you would need to comb the steam numbers on actual "adult games" sold through steam and compare to how adult games fare else. They not public, but if you do a guess based on reviews. Seeing a game such as "Being a DIK" got 2244 reviews I would assume it does fairly well.

If you strip away the AAA and Major titles, you probably left with those numbers from the GDC video. The amount of new games coming to steam monthly is both amazing and silly at the same time, and of those majority is made from one man marching bands. You see the same on mobile as well. New games that is basically a clone of a clone get pumped out at incredible speed made by individuals, not teams.
 
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