The Developers Making Successful Games You’ve Never Heard Of — Transcript
Full transcript
- 0:00What do all of these games have in
- 0:01common? I bet you've never heard of
- 0:03them, but they're all indie, they're all
- 0:05made by solo devs or small teams, and
- 0:07they've all made enough to pay the
- 0:09developers enough money to keep the
- 0:11dream alive. If I asked you to give me a
- 0:13list of successful indie games, you
- 0:15might rattle off names like Stardew
- 0:17Valley, Vampire Survivors, and Schedul
- 0:20One. But you probably wouldn't include
- 0:22The Auraborous King, 3D Sen, Execute, or
- 0:25Master of Chess, even though they each
- 0:28earned their developers over $160,000 in
- 0:31gross revenue. You might be shocked to
- 0:33hear that there are more ways to become
- 0:35a successful indie dev than having a
- 0:37viral game. This idea that you have to
- 0:39be an overnight millionaire with
- 0:41everyone talking about your game
- 0:43is the quickest way to having a
- 0:45disappointing game dev career. The
- 0:47problem is that only games that make the
- 0:49headlines are the instant successes that
- 0:51made millions or the total flops that
- 0:54made nothing or players hated. It makes
- 0:57us all feel like these are the only two
- 0:59options when you launch a game. You're
- 1:01either set for life or back to the
- 1:03drawing board with your tail between
- 1:04your legs. But really, making millions
- 1:07and making zero are just opposite ends
- 1:10of a really big spectrum. So, who makes
- 1:13up the middle of this spectrum? Well,
- 1:16there's a group of indie game developers
- 1:18who are quietly making a comfortable
- 1:20living. This isn't just an assumption
- 1:22based on anecdotal evidence. I got our
- 1:24data scientist and my husband, Ross, to
- 1:27crunch the numbers, and he found over
- 1:29300 games that have made roughly
- 1:31$160,000
- 1:32to $890,000
- 1:34in gross revenue. When you take off
- 1:36Steam fees, taxes, expenses, and
- 1:38everything else it takes to release a
- 1:40game, that amounts to an average salary
- 1:42in the US. This group, the silent middle
- 1:45class of indie developers, are showing
- 1:47us that there are more ways to approach
- 1:49game development than this go big or go
- 1:51broke mentality [music] that's being
- 1:53glamorized in the media. I've got four
- 1:55examples to share with you, and the hope
- 1:57is that you come away from this video
- 1:59feeling a bit optimistic that even if
- 2:01your game doesn't pop off, you're in
- 2:03with a chance of making more than $0.
- 2:06These four developers are all very
- 2:08different, but they're linked by a love
- 2:10of game development and a determination
- 2:12to make it work for them. I'll introduce
- 2:15you to Ariel Cost Games, a data
- 2:17scientist turned game dev, Geode
- 2:19Studios, who spent over 10 years on one
- 2:22game, Payne Robinson, an English teacher
- 2:24who taught himself game dev from
- 2:26scratch, and finally Brain, who
- 2:28moonlighted as a game developer for over
- 2:3010 years while working a regular 9-to-5
- 2:33job. Transitioning from a high-paying
- 2:35tech job to indie game development
- 2:37sounds terrifying, but it doesn't take a
- 2:40lottery ticket type of success to be
- 2:42possible. Ariel Cost is a great example
- 2:45of this because, as I said before, Ross
- 2:47is a data scientist and his dream of
- 2:49being a game developer is the whole
- 2:50reason we started our indie game studio
- 2:52in the first place. Back to Ariel Cost.
- 2:55He made his first game, The Auroboros
- 2:57King, while working a full-time data
- 2:59scientist job. He must have been
- 3:01exhausted.
- 3:03Using his 8 years of coding experience,
- 3:05[music] his aim was to do with chess
- 3:07what Slay the Spire had done with card
- 3:09games and use similar gameplay patterns.
- 3:12Above everything, he knew it would be
- 3:13easy to code and would require little to
- 3:16no art skills. Working full-time as a
- 3:18data scientist and having a child under
- 3:20five meant that time wasn't exactly a
- 3:22commodity, but he committed to working
- 3:25on it part-time 3 to 4 hours a day, 5
- 3:27days a week. He released a prototype on
- 3:30itch in June 2022 before working on a
- 3:33demo to release on Steam, committing
- 3:36quite early on to release the full game
- 3:38in February 2023.
- 3:40Later, he used vacation time to make
- 3:42faster progress and counted on the extra
- 3:44time he would get from his daughter
- 3:46starting kindergarten.
- 3:48Long story short, he stuck to to word
- 3:50and released The Auroboros King on the
- 3:5227th of February 2023. The best thing is
- 3:56that his low expectations for sales were
- 3:58blown out of the water. In an early blog
- 4:01update, he expressed that he only
- 4:03expected to make just over a thousand
- 4:04dollars when it actually sold over 5,000
- 4:07copies in its first month. A year after
- 4:10this launch, he wrote on his blog that
- 4:12he made around 87,000 dollars profit
- 4:14after all the costs were deducted,
- 4:17including his time, which meant that for
- 4:19him quitting his data scientist job and
- 4:21going full-time indie was a no-brainer.
- 4:24While his second game, Gods Versus
- 4:26Horrors, didn't do as well as his first,
- 4:27[music] he didn't give up. He wrote
- 4:30about the lessons he learned and moved
- 4:31on. He's now working on his third and
- 4:34fourth release. The first thing that
- 4:36I've personally learned from researching
- 4:38Oriel is how he accounted for his time,
- 4:41and this is something that we all
- 4:43forget. We can work on our games for
- 4:45free for a while, but we can't work for
- 4:47free forever. Our time is worth money.
- 4:51The second thing is his logical approach
- 4:54to deciding what games to develop. He
- 4:56took the mechanics of popular games that
- 4:58he was interested in and combined them
- 4:59to form something [music] new. It makes
- 5:01sense because those familiar mechanics
- 5:03would, in theory, mean that players of
- 5:06games like Slay the Spire and
- 5:07Hearthstone Battlegrounds would be able
- 5:09to pick up his games with ease. The
- 5:12third and final thing is his continuous
- 5:15learning from each release. On his blog,
- 5:17he does a detailed postmortem of his
- 5:19first two games using his background in
- 5:22data science to meticulously [music]
- 5:23weigh up the impact that different
- 5:25marketing and development tactics had on
- 5:27his success.
- 5:28He's a perfect example of what we've
- 5:30talked about in a previous video of how
- 5:32to survive in indie game development.
- 5:34Keep making games that you enjoy
- 5:36developing and are proud to release, and
- 5:38keep learning from every release to make
- 5:40sure your experience keeps [music]
- 5:42compounding. The next approach to game
- 5:44development couldn't be more different.
- 5:47Oriel Corpse focused on short projects,
- 5:49but Geod Studios spent 10 years creating
- 5:52a 3D NES emulator,
- 5:55and it paid off. What he thought would
- 5:57take a year as a hobby project actually
- 5:59took 10 to get to version 1.0. Launching
- 6:03the VR version into early access in 2019
- 6:06with 46 supported games, and the PC
- 6:08version launched in 2020 with 70
- 6:11supported games. All painstakingly built
- 6:14by Geod himself. The final build
- 6:16launched with over 100 games, all built
- 6:19by him, too. This is really a story of
- 6:22compromisation, perseverance, and
- 6:24infectious dedication. When Geod first
- 6:27started the project in 2015, he was
- 6:30determined that each game would be
- 6:31converted automatically by an algorithm.
- 6:34In his mind, there was no room for
- 6:36manual work. Unfortunately, his
- 6:38algorithm had other plans, and only
- 6:41worked about 50% of the time. He finally
- 6:44developed a four-step pipeline that
- 6:46combined automatic and manual processes,
- 6:48which meant [music] that simpler games
- 6:49like Donkey Kong took him a few days to
- 6:52build, but more complicated games like
- 6:54The Legend of Zelda could take months.
- 6:57Letting go of having a fully automatic
- 7:00process was a necessary compromise. It
- 7:03meant that he didn't have to give up on
- 7:04the project altogether, and he could
- 7:06still complete his dream of experiencing
- 7:08his favorite childhood video games in
- 7:103D. He kept working through game after
- 7:14game for 10 years, intriguing game
- 7:16journalists with his early access
- 7:18launches, and slowly building an
- 7:20audience that were keen to keep track of
- 7:22his progress.
- 7:23It turns out that he wasn't the only
- 7:25person who wanted to play NES games in
- 7:273D. 3DNES PC alone has sold around
- 7:3027,000 copies since it launched in 2025,
- 7:35and he now has a small but dedicated
- 7:37community of people using his 3DNES
- 7:39Maker, and uploading their own 3D
- 7:41versions of NES games. One community
- 7:44member has uploaded over a dozen
- 7:46completed games. In total, both versions
- 7:49of 3DN
- 7:50have grossed around $600,000,
- 7:53which over 10 years and after all the
- 7:55deductions works out as a pretty good
- 7:57payout.
- 7:59>> Funky punch.
- 8:00>> Now, this next developer has another
- 8:03great story and you may have actually
- 8:05heard of him if you're an avid consumer
- 8:07of game dev content on YouTube. Payne
- 8:09Robinson is a full-time English teacher
- 8:12who taught himself how to develop games
- 8:14in Godot.
- 8:15His original project, which he's still
- 8:17working on now, is a game called Grid
- 8:19Tweaker, but it's got a very large scope
- 8:21and his full-time job means that the
- 8:23learning curve is incredibly steep and
- 8:25progress is incredibly slow.
- 8:27Essentially, he burned himself out.
- 8:30Instead of ditching Grid Tweaker
- 8:31altogether, Payne decided to focus on a
- 8:34completely different game that he had
- 8:35floating around in his head. It was
- 8:37opportunity to take a break from Grid
- 8:39Tweaker and develop his skills on a
- 8:41small-scale game that I think took him
- 8:43around 6 to 9 months to complete. This
- 8:46is how Execute was born. He used the
- 8:49game to get excited about development
- 8:51again and to create systems and skills
- 8:53that would ultimately help him to
- 8:54complete Grid Tweaker, which is his
- 8:56dream game. Working on Execute meant
- 8:59that he could use the tiny amounts of
- 9:00time that he had at lunchtime and after
- 9:02work to make real progress on a game
- 9:04that he could ship sooner rather than in
- 9:0610 years time. And those tiny amounts of
- 9:09time earned him around $206,000
- 9:12gross revenue, enough to pay off his
- 9:14student loan. Payne isn't stopping there
- 9:17with the small projects though. In one
- 9:18of his YouTube videos, he talks about
- 9:20how he wants to build up a portfolio of
- 9:22commercial games that help him to
- 9:24eventually get to the point where he can
- 9:26work full-time on his dream game.
- 9:28>> You got a dream?
- 9:31You got to protect it.
- 9:32>> While Ariel Coz and Geoid already had
- 9:34development experience, Payne Robinson
- 9:37is proof that you can come from a
- 9:38completely different, unrelated industry
- 9:41and still do well in game development.
- 9:43It's something I really relate to.
- 9:45[music] When Ross floated the idea of
- 9:47developing games to me 2 years ago, I
- 9:49was a marketer in finance, not my dream
- 9:52job. And Ross was a data scientist in
- 9:54health tech. And we had nothing linking
- 9:57us to the game industry at all.
- 9:59>> She doesn't even go here.
- 10:02>> There is another thing that I love about
- 10:03Pain Robinson's story so far. He had
- 10:06that determination to teach himself
- 10:08something completely new and the
- 10:10maturity to pause his dream game to
- 10:12release smaller games that contribute to
- 10:15the dream.
- 10:16Realizing that game development is a
- 10:18long, long road full of compromises,
- 10:21rather than giving up after his big
- 10:23dream didn't go as planned, is something
- 10:25that we all need to learn from game
- 10:27developers like Pain Robinson. Plus, I
- 10:30love how he's using his skills as an
- 10:32English teacher to create really
- 10:33entertaining YouTube videos and bring us
- 10:36all along for the ride.
- 10:37>> Are we there yet?
- 10:38>> No.
- 10:40>> So far in this video, we've seen that
- 10:42supplementing your life with a daily
- 10:44dose of game development can lead to
- 10:45surprising results, even if you expect
- 10:48nothing. I wanted to end with a
- 10:50developer who combines all the traits of
- 10:52Auriel Cos Geode and Pain Robinson, but
- 10:56is approaching indie game dev in yet
- 10:58another different way.
- 11:00This developer is called Brain and he's
- 11:02been dipping his toe into game
- 11:03development for over 10 years while
- 11:05becoming increasingly dissatisfied with
- 11:07his day job as a software developer.
- 11:10He's effectively moonlighting as a game
- 11:11developer, but it all paid off with his
- 11:13first commercial release, Master of
- 11:15Chess, in September 2025.
- 11:18Like Auriel and Pain, Brain is shipping
- 11:21multiple titles to continuously learn
- 11:23from each release and improve his game
- 11:25development skills.
- 11:26But while Auriel and Pain have focused
- 11:28on releasing commercial titles to build
- 11:30up their experience, Brain's earlier
- 11:32approach was to release free-to-play
- 11:34titles instead.
- 11:36Since 2017, he's been releasing small
- 11:38scope titles on itch, including the
- 11:40iconically named I Have No Hands and I
- 11:43Must Hug.
- 11:44Even his first Steam release before
- 11:45Master of Chess was free-to-play. Now, I
- 11:48will always be an advocate for
- 11:50developers who want to charge money for
- 11:51their games because I truly believe that
- 11:54every developer deserves to be paid for
- 11:56their work.
- 11:57But, releasing free-to-play games does
- 12:00remove any of those expectations of
- 12:03monetary gain from the equation. It
- 12:05means that you can make games for the
- 12:07pure enjoyment of it and focus on
- 12:09learning rather than being distracted by
- 12:11any promise of any revenue at the end of
- 12:13it. I don't know if this is exactly why
- 12:16Brain released free games, but his job
- 12:18as a software developer meant that he
- 12:20already had a stable income and he
- 12:22didn't need to make money from games, so
- 12:24he could do what he liked. Like I said
- 12:25before, I can imagine that practicing
- 12:27with free games probably removed the
- 12:29mental pressure when he did finally
- 12:31start developing Master of Chess to be
- 12:33released as a paid [music] game.
- 12:35The second thing is the dedication to a
- 12:37specific niche that we saw with Geode.
- 12:39In his blog, Brain admits that he didn't
- 12:41expect Master of Chess to do so well
- 12:43because it was so niche. But, from all
- 12:45the research I've ever done into unique
- 12:47games, I think it did well because it
- 12:50was so niche.
- 12:51A unique obsession with making the chess
- 12:53version of Football Manager carried him
- 12:55through and helped him to attract some
- 12:56mega fans along the way, building a
- 12:59Discord server with over 1,000 members.
- 13:02He perfectly communicated his obsession
- 13:04and commitment to the game by posting
- 13:06about his progress
- 13:07>> [music]
- 13:07>> every single day on his Discord, all
- 13:09while working full-time and becoming a
- 13:11father for the first time.
- 13:13After Master of Chess's success, making
- 13:15him around $290,000
- 13:18gross revenue on Steam, Brain released
- 13:20another commercial game called
- 13:22Confidential Killings with his designer
- 13:24friend Lorenzo.
- 13:26This game did even better, earning the
- 13:28pair around $270,000
- 13:30in gross revenue each. That's quite a
- 13:33tidy sum for a side hustle.
- 13:38The message I'm trying to get across
- 13:40here is not to make a chess game, quit
- 13:42your day job, spend 10 years making one
- 13:45project, or to release free games. It's
- 13:48that being successful at game
- 13:50development doesn't look the way you
- 13:52think it does. All of these developers
- 13:54have or had a normal job while also
- 13:57making games. None of them went
- 13:59full-time to make their first game. They
- 14:02either haven't gone full-time yet or
- 14:04waited until it was financially viable.
- 14:06All of these developers have some kind
- 14:08of online presence, but none of them are
- 14:10YouTubers. Even Payne Lindsey with his
- 14:1325,000 YouTube subscribers works as a
- 14:15teacher for the majority of his income.
- 14:18All of these developers created a niche
- 14:20community around their games either by
- 14:22accident or intentionally. None of these
- 14:25developers made even close to $1
- 14:28million,
- 14:29but they did make an average US salary.
- 14:32All of these developers started out with
- 14:34a niche game that they were passionate
- 14:35about, and they all made sacrifices and
- 14:37compromises to get their first release
- 14:40out. They didn't push through and stick
- 14:42to something that wasn't working for
- 14:43them. They got out of their own way.
- 14:46>> You should just go here and stare back
- 14:47at you. Yeah.
- 14:49That's your toughest opponent.
- 14:50>> All of these developers just keep going.
- 14:54They're finding ways of enjoying and
- 14:55finding meaning in developing games so
- 14:58they can keep developing them. That's
- 15:00the picture of successful indie game
- 15:02development that I got from researching
- 15:03these guys. Plus a lot of good book
- 15:06recommendations.
- 15:07>> What type of old people garbage
- 15:10is books?
- 15:11>> If you enjoyed this video and found
- 15:12anything I said useful, then you might
- 15:14want to check out Game Oracle. It's the
- 15:16platform we built to make analyzing
- 15:18niches on Steam and validating your game
- 15:21ideas accessible to any indie game
- 15:23developer, not just people who are into
- 15:25data and stats. You can explore Steam
- 15:28market trends, discover under-served
- 15:30niches, and find out where your game
- 15:32fits in the landscape of Steam without
- 15:35drowning in an entire data set of Steam
- 15:37data. The link is in the description.
- 15:39It's free to try, and if you do try it
- 15:41out, let me know in the comments how you
- 15:43got on. We're always trying to improve
- 15:45it. Thank you for watching, and I'll see
- 15:48you in the next video.
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