Making Games Is Easy. Getting Paid Is Hard
summary
Claim: making games is easy but selling them is not. Describes free modern tools and distribution channels, contrasts solo/indie vs. 50–150‑person triple‑A teams, and warns that timing matters — Split/Second flops after releasing one week before Red Dead Redemption. Covers monetization tactics (Candy Crush compulsion mechanics), a Game Dev Story DRM experiment, and fundraising basics: research, MVP, realistic budgeting (plan for contingency, double estimates), marketing/PR, and avoid head‑to‑head with the 800‑pound gorilla.
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chapters (7)
- 0:00Welcome
- 2:18Making games vs getting paid
- 7:35Why you might not get paid
- 17:46The 800-pound gorilla
- 25:07Mitigating risks
- 32:47Audience & Q&A
- 52:13Passion vs profit
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