It's not quite so easy anymore, partly because when you reach a certain size, it's all about controlling bots and whatnot.
It's not quite so easy anymore, partly because when you reach a certain size, it's all about controlling bots and whatnot.
2014. My salary has gone way up since then as I moved up the "ranks", but I know that company pays £25-28k to juniors straight out of uni nowadays.
A half decade before you, I also started at a big studio writing C++ (but with one degree) and was paid more twice that but in Canadian dollars (65k CAD). You're right that it pays lower than other programming jobs: Silicon Valley starting salaries were around 80k USD.
Maybe in 2D, but I still doubt it. Quality animations that stick out are still a hard problem to solve and many tools that tried to solve that problem back in the day (Flash, Spline, etc.) don't suffice these days. If you can emulate the look and feel of a hand drawn animation without requiring 1 year+ from your artists to produce content, there's an entry point.
For 3D is absolutely isn't true. Or at least, it is only true in that 99%+ of indies struggle to even achieve AA scales of graphic in a timely matter, or with a small enough team. There's plenty of room for efficiency here if you want to pursue that (but yes, that efficiency will itself require years of work on not-directly-games).
Studios still use Flash (now called Adobe Animate) to create great looking art very quickly. I think Massive Monster used Flash for Cult of the Lamb. Klei still uses this process:
https://youtu.be/8_KBjd0iaCU?si=J1jL6fXVkvkXjWy_
But it definitely requires skill and drawing many frames: just not as many as flipbook animation.
The point of the article is to find success at smaller levels before aiming higher.
However, you're right that good-looking screenshots sell, but that's just good art and not exclusively AAA art.
> So why is it so bad now that games earned $10,000 when 30 years ago it was the norm? Because now there is a slim chance to become super rich because of the indie-utopia.
Which is an utter misdiagnosis of the problem. $10k 30 years ago was a decent chunk of an annual salary which included amenities like living indoors. $10k now is, in the bay area, 1 month's salary if you wish to live indoors.
> A “middle game” should only take 1 to 9 months to create and can be profitable (or at least not a money sink) because it is expected to earn in the range of $10,000 to $40,000.
$53k/year isn't a great salary, but $120k/year is common outside of big tech and especially in games.
It's also a lot better than working unpaid for 4 years on a game that fails to capture any attention (or sales).
The point is releasing games as a stepping stone from new studio to large projects. How much would a founder earn at a self-funded startup in the first year anyway? $0?
However, very true that it would be foolish to live in the Bay area when not earning a Bay salary.
I found ahk python module [2] but combining it with the keyboard module doesn't work as well as autohotkey as a hotkey listener.
[1]: https://github.com/idbrii/daveconfig/blob/main/win/autohotke... [2]: https://pypi.org/project/ahk/
Why make this runtime instead of a prepublish script (even a git commit hook or CI action)? Doesn't seem like your images would ever change so it introduces a point of failure, but I guess relieves you of ever thinking about images again?
The author converted it to a vim plugin with the same name, but I use a different vim plugin implementation [mergetool].
[dc]: https://github.com/whiteinge/dotfiles/blob/master/bin/diffco... [mergetool]: https://github.com/idbrii/vim-mergetool
I genuinely think that should be illegal.
I agree it should be prevented. It seems so absurd and is clearly not necessary. Android should have an option to let it see an empty/phony address book, so it can't tell that you've blocked it.