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The Developers Making Successful Games You’ve Never Heard Of — Transcript

by Game Oracle · 2,814 words · 437 segments · language en · Watch on YouTube

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  1. 0:00What do all of these games have in
  2. 0:01common? I bet you've never heard of
  3. 0:03them, but they're all indie, they're all
  4. 0:05made by solo devs or small teams, and
  5. 0:07they've all made enough to pay the
  6. 0:09developers enough money to keep the
  7. 0:11dream alive. If I asked you to give me a
  8. 0:13list of successful indie games, you
  9. 0:15might rattle off names like Stardew
  10. 0:17Valley, Vampire Survivors, and Schedul
  11. 0:20One. But you probably wouldn't include
  12. 0:22The Auraborous King, 3D Sen, Execute, or
  13. 0:25Master of Chess, even though they each
  14. 0:28earned their developers over $160,000 in
  15. 0:31gross revenue. You might be shocked to
  16. 0:33hear that there are more ways to become
  17. 0:35a successful indie dev than having a
  18. 0:37viral game. This idea that you have to
  19. 0:39be an overnight millionaire with
  20. 0:41everyone talking about your game
  21. 0:43is the quickest way to having a
  22. 0:45disappointing game dev career. The
  23. 0:47problem is that only games that make the
  24. 0:49headlines are the instant successes that
  25. 0:51made millions or the total flops that
  26. 0:54made nothing or players hated. It makes
  27. 0:57us all feel like these are the only two
  28. 0:59options when you launch a game. You're
  29. 1:01either set for life or back to the
  30. 1:03drawing board with your tail between
  31. 1:04your legs. But really, making millions
  32. 1:07and making zero are just opposite ends
  33. 1:10of a really big spectrum. So, who makes
  34. 1:13up the middle of this spectrum? Well,
  35. 1:16there's a group of indie game developers
  36. 1:18who are quietly making a comfortable
  37. 1:20living. This isn't just an assumption
  38. 1:22based on anecdotal evidence. I got our
  39. 1:24data scientist and my husband, Ross, to
  40. 1:27crunch the numbers, and he found over
  41. 1:29300 games that have made roughly
  42. 1:31$160,000
  43. 1:32to $890,000
  44. 1:34in gross revenue. When you take off
  45. 1:36Steam fees, taxes, expenses, and
  46. 1:38everything else it takes to release a
  47. 1:40game, that amounts to an average salary
  48. 1:42in the US. This group, the silent middle
  49. 1:45class of indie developers, are showing
  50. 1:47us that there are more ways to approach
  51. 1:49game development than this go big or go
  52. 1:51broke mentality [music] that's being
  53. 1:53glamorized in the media. I've got four
  54. 1:55examples to share with you, and the hope
  55. 1:57is that you come away from this video
  56. 1:59feeling a bit optimistic that even if
  57. 2:01your game doesn't pop off, you're in
  58. 2:03with a chance of making more than $0.
  59. 2:06These four developers are all very
  60. 2:08different, but they're linked by a love
  61. 2:10of game development and a determination
  62. 2:12to make it work for them. I'll introduce
  63. 2:15you to Ariel Cost Games, a data
  64. 2:17scientist turned game dev, Geode
  65. 2:19Studios, who spent over 10 years on one
  66. 2:22game, Payne Robinson, an English teacher
  67. 2:24who taught himself game dev from
  68. 2:26scratch, and finally Brain, who
  69. 2:28moonlighted as a game developer for over
  70. 2:3010 years while working a regular 9-to-5
  71. 2:33job. Transitioning from a high-paying
  72. 2:35tech job to indie game development
  73. 2:37sounds terrifying, but it doesn't take a
  74. 2:40lottery ticket type of success to be
  75. 2:42possible. Ariel Cost is a great example
  76. 2:45of this because, as I said before, Ross
  77. 2:47is a data scientist and his dream of
  78. 2:49being a game developer is the whole
  79. 2:50reason we started our indie game studio
  80. 2:52in the first place. Back to Ariel Cost.
  81. 2:55He made his first game, The Auroboros
  82. 2:57King, while working a full-time data
  83. 2:59scientist job. He must have been
  84. 3:01exhausted.
  85. 3:03Using his 8 years of coding experience,
  86. 3:05[music] his aim was to do with chess
  87. 3:07what Slay the Spire had done with card
  88. 3:09games and use similar gameplay patterns.
  89. 3:12Above everything, he knew it would be
  90. 3:13easy to code and would require little to
  91. 3:16no art skills. Working full-time as a
  92. 3:18data scientist and having a child under
  93. 3:20five meant that time wasn't exactly a
  94. 3:22commodity, but he committed to working
  95. 3:25on it part-time 3 to 4 hours a day, 5
  96. 3:27days a week. He released a prototype on
  97. 3:30itch in June 2022 before working on a
  98. 3:33demo to release on Steam, committing
  99. 3:36quite early on to release the full game
  100. 3:38in February 2023.
  101. 3:40Later, he used vacation time to make
  102. 3:42faster progress and counted on the extra
  103. 3:44time he would get from his daughter
  104. 3:46starting kindergarten.
  105. 3:48Long story short, he stuck to to word
  106. 3:50and released The Auroboros King on the
  107. 3:5227th of February 2023. The best thing is
  108. 3:56that his low expectations for sales were
  109. 3:58blown out of the water. In an early blog
  110. 4:01update, he expressed that he only
  111. 4:03expected to make just over a thousand
  112. 4:04dollars when it actually sold over 5,000
  113. 4:07copies in its first month. A year after
  114. 4:10this launch, he wrote on his blog that
  115. 4:12he made around 87,000 dollars profit
  116. 4:14after all the costs were deducted,
  117. 4:17including his time, which meant that for
  118. 4:19him quitting his data scientist job and
  119. 4:21going full-time indie was a no-brainer.
  120. 4:24While his second game, Gods Versus
  121. 4:26Horrors, didn't do as well as his first,
  122. 4:27[music] he didn't give up. He wrote
  123. 4:30about the lessons he learned and moved
  124. 4:31on. He's now working on his third and
  125. 4:34fourth release. The first thing that
  126. 4:36I've personally learned from researching
  127. 4:38Oriel is how he accounted for his time,
  128. 4:41and this is something that we all
  129. 4:43forget. We can work on our games for
  130. 4:45free for a while, but we can't work for
  131. 4:47free forever. Our time is worth money.
  132. 4:51The second thing is his logical approach
  133. 4:54to deciding what games to develop. He
  134. 4:56took the mechanics of popular games that
  135. 4:58he was interested in and combined them
  136. 4:59to form something [music] new. It makes
  137. 5:01sense because those familiar mechanics
  138. 5:03would, in theory, mean that players of
  139. 5:06games like Slay the Spire and
  140. 5:07Hearthstone Battlegrounds would be able
  141. 5:09to pick up his games with ease. The
  142. 5:12third and final thing is his continuous
  143. 5:15learning from each release. On his blog,
  144. 5:17he does a detailed postmortem of his
  145. 5:19first two games using his background in
  146. 5:22data science to meticulously [music]
  147. 5:23weigh up the impact that different
  148. 5:25marketing and development tactics had on
  149. 5:27his success.
  150. 5:28He's a perfect example of what we've
  151. 5:30talked about in a previous video of how
  152. 5:32to survive in indie game development.
  153. 5:34Keep making games that you enjoy
  154. 5:36developing and are proud to release, and
  155. 5:38keep learning from every release to make
  156. 5:40sure your experience keeps [music]
  157. 5:42compounding. The next approach to game
  158. 5:44development couldn't be more different.
  159. 5:47Oriel Corpse focused on short projects,
  160. 5:49but Geod Studios spent 10 years creating
  161. 5:52a 3D NES emulator,
  162. 5:55and it paid off. What he thought would
  163. 5:57take a year as a hobby project actually
  164. 5:59took 10 to get to version 1.0. Launching
  165. 6:03the VR version into early access in 2019
  166. 6:06with 46 supported games, and the PC
  167. 6:08version launched in 2020 with 70
  168. 6:11supported games. All painstakingly built
  169. 6:14by Geod himself. The final build
  170. 6:16launched with over 100 games, all built
  171. 6:19by him, too. This is really a story of
  172. 6:22compromisation, perseverance, and
  173. 6:24infectious dedication. When Geod first
  174. 6:27started the project in 2015, he was
  175. 6:30determined that each game would be
  176. 6:31converted automatically by an algorithm.
  177. 6:34In his mind, there was no room for
  178. 6:36manual work. Unfortunately, his
  179. 6:38algorithm had other plans, and only
  180. 6:41worked about 50% of the time. He finally
  181. 6:44developed a four-step pipeline that
  182. 6:46combined automatic and manual processes,
  183. 6:48which meant [music] that simpler games
  184. 6:49like Donkey Kong took him a few days to
  185. 6:52build, but more complicated games like
  186. 6:54The Legend of Zelda could take months.
  187. 6:57Letting go of having a fully automatic
  188. 7:00process was a necessary compromise. It
  189. 7:03meant that he didn't have to give up on
  190. 7:04the project altogether, and he could
  191. 7:06still complete his dream of experiencing
  192. 7:08his favorite childhood video games in
  193. 7:103D. He kept working through game after
  194. 7:14game for 10 years, intriguing game
  195. 7:16journalists with his early access
  196. 7:18launches, and slowly building an
  197. 7:20audience that were keen to keep track of
  198. 7:22his progress.
  199. 7:23It turns out that he wasn't the only
  200. 7:25person who wanted to play NES games in
  201. 7:273D. 3DNES PC alone has sold around
  202. 7:3027,000 copies since it launched in 2025,
  203. 7:35and he now has a small but dedicated
  204. 7:37community of people using his 3DNES
  205. 7:39Maker, and uploading their own 3D
  206. 7:41versions of NES games. One community
  207. 7:44member has uploaded over a dozen
  208. 7:46completed games. In total, both versions
  209. 7:49of 3DN
  210. 7:50have grossed around $600,000,
  211. 7:53which over 10 years and after all the
  212. 7:55deductions works out as a pretty good
  213. 7:57payout.
  214. 7:59>> Funky punch.
  215. 8:00>> Now, this next developer has another
  216. 8:03great story and you may have actually
  217. 8:05heard of him if you're an avid consumer
  218. 8:07of game dev content on YouTube. Payne
  219. 8:09Robinson is a full-time English teacher
  220. 8:12who taught himself how to develop games
  221. 8:14in Godot.
  222. 8:15His original project, which he's still
  223. 8:17working on now, is a game called Grid
  224. 8:19Tweaker, but it's got a very large scope
  225. 8:21and his full-time job means that the
  226. 8:23learning curve is incredibly steep and
  227. 8:25progress is incredibly slow.
  228. 8:27Essentially, he burned himself out.
  229. 8:30Instead of ditching Grid Tweaker
  230. 8:31altogether, Payne decided to focus on a
  231. 8:34completely different game that he had
  232. 8:35floating around in his head. It was
  233. 8:37opportunity to take a break from Grid
  234. 8:39Tweaker and develop his skills on a
  235. 8:41small-scale game that I think took him
  236. 8:43around 6 to 9 months to complete. This
  237. 8:46is how Execute was born. He used the
  238. 8:49game to get excited about development
  239. 8:51again and to create systems and skills
  240. 8:53that would ultimately help him to
  241. 8:54complete Grid Tweaker, which is his
  242. 8:56dream game. Working on Execute meant
  243. 8:59that he could use the tiny amounts of
  244. 9:00time that he had at lunchtime and after
  245. 9:02work to make real progress on a game
  246. 9:04that he could ship sooner rather than in
  247. 9:0610 years time. And those tiny amounts of
  248. 9:09time earned him around $206,000
  249. 9:12gross revenue, enough to pay off his
  250. 9:14student loan. Payne isn't stopping there
  251. 9:17with the small projects though. In one
  252. 9:18of his YouTube videos, he talks about
  253. 9:20how he wants to build up a portfolio of
  254. 9:22commercial games that help him to
  255. 9:24eventually get to the point where he can
  256. 9:26work full-time on his dream game.
  257. 9:28>> You got a dream?
  258. 9:31You got to protect it.
  259. 9:32>> While Ariel Coz and Geoid already had
  260. 9:34development experience, Payne Robinson
  261. 9:37is proof that you can come from a
  262. 9:38completely different, unrelated industry
  263. 9:41and still do well in game development.
  264. 9:43It's something I really relate to.
  265. 9:45[music] When Ross floated the idea of
  266. 9:47developing games to me 2 years ago, I
  267. 9:49was a marketer in finance, not my dream
  268. 9:52job. And Ross was a data scientist in
  269. 9:54health tech. And we had nothing linking
  270. 9:57us to the game industry at all.
  271. 9:59>> She doesn't even go here.
  272. 10:02>> There is another thing that I love about
  273. 10:03Pain Robinson's story so far. He had
  274. 10:06that determination to teach himself
  275. 10:08something completely new and the
  276. 10:10maturity to pause his dream game to
  277. 10:12release smaller games that contribute to
  278. 10:15the dream.
  279. 10:16Realizing that game development is a
  280. 10:18long, long road full of compromises,
  281. 10:21rather than giving up after his big
  282. 10:23dream didn't go as planned, is something
  283. 10:25that we all need to learn from game
  284. 10:27developers like Pain Robinson. Plus, I
  285. 10:30love how he's using his skills as an
  286. 10:32English teacher to create really
  287. 10:33entertaining YouTube videos and bring us
  288. 10:36all along for the ride.
  289. 10:37>> Are we there yet?
  290. 10:38>> No.
  291. 10:40>> So far in this video, we've seen that
  292. 10:42supplementing your life with a daily
  293. 10:44dose of game development can lead to
  294. 10:45surprising results, even if you expect
  295. 10:48nothing. I wanted to end with a
  296. 10:50developer who combines all the traits of
  297. 10:52Auriel Cos Geode and Pain Robinson, but
  298. 10:56is approaching indie game dev in yet
  299. 10:58another different way.
  300. 11:00This developer is called Brain and he's
  301. 11:02been dipping his toe into game
  302. 11:03development for over 10 years while
  303. 11:05becoming increasingly dissatisfied with
  304. 11:07his day job as a software developer.
  305. 11:10He's effectively moonlighting as a game
  306. 11:11developer, but it all paid off with his
  307. 11:13first commercial release, Master of
  308. 11:15Chess, in September 2025.
  309. 11:18Like Auriel and Pain, Brain is shipping
  310. 11:21multiple titles to continuously learn
  311. 11:23from each release and improve his game
  312. 11:25development skills.
  313. 11:26But while Auriel and Pain have focused
  314. 11:28on releasing commercial titles to build
  315. 11:30up their experience, Brain's earlier
  316. 11:32approach was to release free-to-play
  317. 11:34titles instead.
  318. 11:36Since 2017, he's been releasing small
  319. 11:38scope titles on itch, including the
  320. 11:40iconically named I Have No Hands and I
  321. 11:43Must Hug.
  322. 11:44Even his first Steam release before
  323. 11:45Master of Chess was free-to-play. Now, I
  324. 11:48will always be an advocate for
  325. 11:50developers who want to charge money for
  326. 11:51their games because I truly believe that
  327. 11:54every developer deserves to be paid for
  328. 11:56their work.
  329. 11:57But, releasing free-to-play games does
  330. 12:00remove any of those expectations of
  331. 12:03monetary gain from the equation. It
  332. 12:05means that you can make games for the
  333. 12:07pure enjoyment of it and focus on
  334. 12:09learning rather than being distracted by
  335. 12:11any promise of any revenue at the end of
  336. 12:13it. I don't know if this is exactly why
  337. 12:16Brain released free games, but his job
  338. 12:18as a software developer meant that he
  339. 12:20already had a stable income and he
  340. 12:22didn't need to make money from games, so
  341. 12:24he could do what he liked. Like I said
  342. 12:25before, I can imagine that practicing
  343. 12:27with free games probably removed the
  344. 12:29mental pressure when he did finally
  345. 12:31start developing Master of Chess to be
  346. 12:33released as a paid [music] game.
  347. 12:35The second thing is the dedication to a
  348. 12:37specific niche that we saw with Geode.
  349. 12:39In his blog, Brain admits that he didn't
  350. 12:41expect Master of Chess to do so well
  351. 12:43because it was so niche. But, from all
  352. 12:45the research I've ever done into unique
  353. 12:47games, I think it did well because it
  354. 12:50was so niche.
  355. 12:51A unique obsession with making the chess
  356. 12:53version of Football Manager carried him
  357. 12:55through and helped him to attract some
  358. 12:56mega fans along the way, building a
  359. 12:59Discord server with over 1,000 members.
  360. 13:02He perfectly communicated his obsession
  361. 13:04and commitment to the game by posting
  362. 13:06about his progress
  363. 13:07>> [music]
  364. 13:07>> every single day on his Discord, all
  365. 13:09while working full-time and becoming a
  366. 13:11father for the first time.
  367. 13:13After Master of Chess's success, making
  368. 13:15him around $290,000
  369. 13:18gross revenue on Steam, Brain released
  370. 13:20another commercial game called
  371. 13:22Confidential Killings with his designer
  372. 13:24friend Lorenzo.
  373. 13:26This game did even better, earning the
  374. 13:28pair around $270,000
  375. 13:30in gross revenue each. That's quite a
  376. 13:33tidy sum for a side hustle.
  377. 13:38The message I'm trying to get across
  378. 13:40here is not to make a chess game, quit
  379. 13:42your day job, spend 10 years making one
  380. 13:45project, or to release free games. It's
  381. 13:48that being successful at game
  382. 13:50development doesn't look the way you
  383. 13:52think it does. All of these developers
  384. 13:54have or had a normal job while also
  385. 13:57making games. None of them went
  386. 13:59full-time to make their first game. They
  387. 14:02either haven't gone full-time yet or
  388. 14:04waited until it was financially viable.
  389. 14:06All of these developers have some kind
  390. 14:08of online presence, but none of them are
  391. 14:10YouTubers. Even Payne Lindsey with his
  392. 14:1325,000 YouTube subscribers works as a
  393. 14:15teacher for the majority of his income.
  394. 14:18All of these developers created a niche
  395. 14:20community around their games either by
  396. 14:22accident or intentionally. None of these
  397. 14:25developers made even close to $1
  398. 14:28million,
  399. 14:29but they did make an average US salary.
  400. 14:32All of these developers started out with
  401. 14:34a niche game that they were passionate
  402. 14:35about, and they all made sacrifices and
  403. 14:37compromises to get their first release
  404. 14:40out. They didn't push through and stick
  405. 14:42to something that wasn't working for
  406. 14:43them. They got out of their own way.
  407. 14:46>> You should just go here and stare back
  408. 14:47at you. Yeah.
  409. 14:49That's your toughest opponent.
  410. 14:50>> All of these developers just keep going.
  411. 14:54They're finding ways of enjoying and
  412. 14:55finding meaning in developing games so
  413. 14:58they can keep developing them. That's
  414. 15:00the picture of successful indie game
  415. 15:02development that I got from researching
  416. 15:03these guys. Plus a lot of good book
  417. 15:06recommendations.
  418. 15:07>> What type of old people garbage
  419. 15:10is books?
  420. 15:11>> If you enjoyed this video and found
  421. 15:12anything I said useful, then you might
  422. 15:14want to check out Game Oracle. It's the
  423. 15:16platform we built to make analyzing
  424. 15:18niches on Steam and validating your game
  425. 15:21ideas accessible to any indie game
  426. 15:23developer, not just people who are into
  427. 15:25data and stats. You can explore Steam
  428. 15:28market trends, discover under-served
  429. 15:30niches, and find out where your game
  430. 15:32fits in the landscape of Steam without
  431. 15:35drowning in an entire data set of Steam
  432. 15:37data. The link is in the description.
  433. 15:39It's free to try, and if you do try it
  434. 15:41out, let me know in the comments how you
  435. 15:43got on. We're always trying to improve
  436. 15:45it. Thank you for watching, and I'll see
  437. 15:48you in the next video.

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