There’s definitely more consistent money in building apps (or websites) for other people. I feel like the website design/development field is probably a bit oversaturated, and the rates tend to be lower. Mobile is clearly headed in that direction, but it’s not there yet.
But… that’s the nature of not just app development, but pretty much any technically-dependent artist endeavor (movies, apps, website, etc.). The people taking the risk are the ones who will make a lot of money if things go well. They’re also the ones who will lose money if they don’t. People working for them will (in theory) get paid either way.
It’s basically the same equation anyone deciding to work for themselves or for someone else faces. Do you choose the steady paycheck or the higher risk path with greater potential and freedom?
It’s not easy.
There are brief moments in time when the basic equation changes. Those who had games on Apple’s App Store the day it opened nearly all did well, for example. But generally speaking, it’s hard to make a successful game that turns a profit. Really hard. Heck, there are more Flappy Bird clones in the App Store then there were apps the day the store launched. A lot of people are still chasing down that gold rush.
Yes, you should love making games – there are easier ways to make a buck – but that’s not enough. It’s not an “if you build it, they will come” situation, especially on the app stores, which are flooded with hundreds of new apps daily. Your starting point has to be a good, fun game. But that’s not enough to be successful. You have to get the word out. You have to rise above the din of a crowded market. You have to get people to notice you in the first place and then get them to decide to spend their money.
But, it’s a lot easier than it used to be. The tools are better, cheaper, and more accessible. i hear people complain about the 30% payout to the app stores all the time, but those people have almost certainly never had to go through the process of getting a piece of boxed software onto retailers’ shelves. Because it cost a lot more than 30%. You had substantial up-front costs that made it nearly impossible for individuals and small companies. You had to maintain an inventory. You had to take returns. You had to pay for better product placement, or to be featured in ads.
The fact that a small team today can create a great looking game and sell it to consumers with relatively little in the way of up front costs is incredible to me.
You definitely absolutely definitely 100% can make money. But that doesn’t mean you will, and it definitely doesn’t mean it’ll be easy.