Starting your own game design company?

Hey Everyone,

So I am hoping to get some advice on how to get started in the game development industry. Currently I am working as an Engineer Technician and it is a pretty good job, but it certainly isn’t where my passions are. During the day I can’t wait to get to home to make some progress on my game design projects for UE4. More than anything I would love to do game development full time. Leaving your day job is a hard thing to do though, especially when nothing is certain. My thoughts were though, that in order to make enough money initially to support full time game development I could start developing assets for the UE4 marketplace, as well as create highly detailed models that could be printed on a 3D printer and sold. This way, I could make enough to design full time. As it is now, I barely have enough time to make any good progress. Realistically though, I am not sure how much revenue this would yield and if it would be enough to replace my day job. I did think about applying to a game design company. I think I wouldn’t have any problems getting a job in the game design industry, but I would prefer starting my own company.

I am not asking anybody to reveal any personal info, but based on experiences does this sound like a feasible or realistic plan?

It would be a challenge to do that successfully. It’s not likely that you’d make enough money from selling assets to where you could live off that and fund game development, it’s also very difficult to start a studio if you don’t have business experience.

Interesting situation you are in. I say go for it! As franktech pointed out, costs of living also are important. A good diet is half of the way to your own company. :slight_smile:

I’ve never run a company, but I’ve worked on and shipped games since before the iPod existed.

You seem to be discounting the factors that would make this a realistic plan. How much experience do you have developing games? How much experience do you have running a business? Since you call it “game design industry”* I’m going to guess your experience in the industry is on the low side, and that is a big concern.

A few years ago, I worked for a rather large game company as it peaked and disintegrated. Lots of smart people with tons of experience went to form their own studios. Most, if not all, needed external funding to compete. Some of them even had successful game launches, profitable and popular.

Not one is still in business. It takes a lot more than making a profitable game to succeed.

You have to ask yourself if you really “prefer” to deal with personnel management, accounting, legal, QA, customer support, maintenance, hardware and software purchases and all that running a game studio entails? Or do you just like the idea of being a video game creator, with accolades from fans and a passive income from sales? That last one hard to come by**, but the rest are required to start a game company. Even if the only employee is you, and you already own all the hardware and software you need, you still will have to do all the paperwork that makes your company a company (which barely scratches the surface of reaching the point of releasing a commercially viable game).

You might be thinking “[indie-example] made it, surely it’s not that hard!”

It is that hard, and probably harder than you imagine.

We remember they made it precisely because it’s unusual. On top of that, they were helped by the timing (new platforms, new audiences, new investment, new technology).

Preferences are a nice indicator, but if you want to get started in the game industry, then start with a job in the game industry. Nothing beats full-time development like working with someone who is going to pay you for it. You’ll get experience that you’ll need to run your own studio, and maybe learn that your own studio is not actually what you want. With more and more experience, along with a demonstration of skill (and luck), you’ll be able to work at the types of places you want to work, and select, if not spearhead, the types of projects you want to work on.

As an engineer AND someone with the skills to create highly-detailed 3D models, you are correct in that you wouldn’t have a problem getting a job. Technical artists are often in high demand. With such multiple talents, you’d have a good shot at hooking up with a smaller studio, or even a start-up. Working at a small place puts you closer to seeing how it all comes together, and gives you a much better chance to make a name for yourself. Advice from every investor usually includes something about getting started with someone else’s money. Only a fool stakes his life savings on a single all-or-nothing shot.

Once you have a job in the industry, you still won’t have enough time to work on what you want to work on (in all likelihood, you’ll have less - game industry hours are some of the hardest, plus you’ll be spending creative juices at your day job). Still, you’ll be getting the experience all the same, and you can be saving up for your next step.

Which leads to another suggestion. If all you want is the pride and satisfaction of making your own game from the ground up, without working for (or with?) anyone else, then save up the money to buy yourself the time. How much time off do you need? You’re probably going to underestimate, but you’ll also be surprised how much you save not working (a lot of it is driven by a much more frugal mind). Be sure to include a cushion for any project investments you might need (such as testing or special art).

But absolutely do not jump from stability into the deep end. Make sure you know how to swim. Or, if the plan is to learn swimming the hard way, at least bring enough supplies to allow that to happen.

*Game design is just one job. Albeit probably the most important, I’ve never heard anyone use “design” to describe the industry. If you do go with applying for jobs in the industry, don’t refer to “game design” as anything other than a type of job or a critical process. “Game development” for the work and “game industry” for the industry are good catch-all terms.

**Actually, it’s a bit easier if you’re not concerned about time and money. I know at least a dozen of people who have been working on a game, or releasing a bunch of tiny games, for years, sometimes decades, with hundreds, maybe thousands, of fans. It’s all spare time and no-profit work, but they have work they are proud of with a community that is able to keep the excitement going. By any commercial game standard, most of their games look pretty awful, and/or involve mechanics that are user-unfriendly at best. But they’re happy with the work, and their fans seem to love it as much as any big title or sports franchise. If this seems good enough for you – perhaps you have one game you want to make without interference or a bunch of small ones without overhead – I highly recommend it.

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Actually, it’s a bit easier if you’re not concerned about time and money. I know at least a dozen of people who have been working on a game, or releasing a bunch of tiny games, for years, sometimes decades, with hundreds, maybe thousands, of fans. It’s all spare time and no-profit work, but they have work they are proud of with a community that is able to keep the excitement going. By any commercial game standard, most of their games look pretty awful, and/or involve mechanics that are user-unfriendly at best. But they’re happy with the work, and their fans seem to love it as much as any big title or sports franchise. If this seems good enough for you – perhaps you have one game you want to make without interference or a bunch of small ones without overhead – I highly recommend it.
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That’s actually the most realistic way to start your life as a game maker. Small beginnings, for the fun of it, maybe a little bit of money by steam sales and good. Dreaming bigger when you start out is just nonsense. That’s also the most fun way because you are your own master and can exclusively do what interests you. You can basically follow game development as your hobby for as long as it interests you. I can tell from our main delevoper who was/is the driving force, that he enjoys making the game like a little boy playing with his favorite toys because he was not aware of how well physics works these days in the game engines and he got excited about it (to say the least). The guy rendered thousand of images for fun in various 3d software for as long as he can remember, just for fun. Now he finds UE4, renders there and a game pops out. Game has no success, is niche or whatever? Who cares? He just does what he always did with the same boy-ish excitement.
He, like me, works in a huge corporate company, much bigger than the largest game company, as a developer in rendering and simulation, so the tech comes easy and fast in all areas required to finish a complete game. Games might get bigger as time passes by, but maybe not. Who cares? Sure is they will always be driven by areas of personal interest. In the end the only thing to keep it running is personal interest in the tech and the feeling of a little boy playing with his favourite toys. And that nice feeling can not be expressed with money. It would also be crazy to quit the day job for full-time game making, especially when half of the day job has overlap with technology used in games anyway. The game industry is also a bit weird to be honest. I mean, as a grown up, when you see Doom with monsters storming at you and stuff, you can not help to roll eyes a little bit and think of it being a little bit strange :slight_smile:

Hey everyone, thanks for your input, and most of all for being candid and honest. I have heard from people in the past about the work life in the game industry; lots of overtime that you sometimes don’t get paid for. That is certainly one reason I have been hesitant in applying to a game development company. The experience would certainly be valuable though. I guess starting off in a small place would be the way to go. That way things are more personable, and less corporate. It is something I will think about. In the mean time I will take your advice and build small open source games. That would probably be the best way to start.

I also do part time application development. I have been able to support and build some pretty cool plugins for the CAD systems we use. That also includes some elements of testing and support. So I have some experience to go with on the IT/support side of things. Still running a studio does sound somewhat stressful because I would be doing it full time +. The business side of things is where I would be totally disconnected, I would most likely contact a lawyer for counseling. Anyway, thanks again for input, it certainly is valuable to hear from some people in the industry, also for the tip on using the right terminology.

The game, even if it is just your baby, your hobby, does not have to be open source in the age of Steam and GOG. There also is not much of a business side.
Just sit down, have fun and built something in UE4 for say 2 years, test it properly so that it is bug free, then try Steam Greenlight and GOG, and if they accept it then put it on there and done. Actually forget testing, these days with so much early access junk and day one patches, it is almost mandatory to throw the game out half-baked.
The paperwork and so on really is nothing that you have not done before. It is actually really mouth feeding paperwork the way Steam and GOG are set up. You can not do it wrong really. Then you pester all possible game websites about your game, maybe take some money in your hands to pay them for some small ads or release notes. No rocket science really. Then release day, which you can freely pick on steam as soon as you think you are ready.
Then, as soon as one single copy is sold on Steam or GOG, ideally some more :), voila, there is your game studio and your first shipped game. You have done it. If your game sells 100k copies for some inexplicable reason and you make a million bucks, then maybe if you feel like it register at cheap Limited company. (and pay taxes).

Well that doesn’t sound very difficult. I especially like the easy business side of things. Very cool.

My suggestion. Either keep working your day job, or get a day job in the Industry and make your own Indie game nights and weekends either way.

That’s what I do.

The Game’s Industry is very unstable and you need funding to launch your own studio. It’s also a very high risk investment, so to get funding ( normally form a publisher ) you need to demonstrate ability to produce the game based on past performance as well as project plan. It is extremely unlikely you would be able to secure funding without a track record in the Industry in management positions regardless of how good your game idea/concept is.

Publishers are only relevant if you have to feed large teams for a few years. For small indie groups it might even be better to go without publisher. If you ‘succeed’ with a publisher, then you will get like what, 5% of the sales income? That’s a joke. If you go on yourself you get 100%. So unless the publisher manages to make your game sell 20x better, it does not pay off. And even if that’s the case, all the joy will have been gone because the publisher was nitpicking on every detail. I could not stand that. Then the end result will be ‘Surgeon Simulator’ because the publishers knew what he was doing :confused:

@BlueBudgie You quoted me out of context. I suggested to make the Indie himself, just don’t quit his dayjob. Also, publishers are not irrelevant for large games.

Before I release these games that I am working on, I will be starting a game design company… well, if by company you mean one person in said company…

But hey, if the sales are as I hope to be, we’ll see about expanding :slight_smile: