My Wife and I Made an Indie Game and it Made Millions!
Summary
TLDRThe speaker recounts the daring journey of quitting stable jobs to develop an indie game, 'Eastshade,' for five years. With life savings depleted and a move to the speaker's grandmother's house, the game eventually shipped, earning millions and changing their lives. The narrative details the game's evolution, from solo development to a full team effort, the innovative painting and inspiration mechanics, and the challenges of marketing and launch day. The story is a testament to the power of ideas, commitment, and the transformative impact of pursuing one's passion.
Takeaways
- 💡 The speaker and his wife quit their jobs to pursue an indie game development dream, investing all their savings and eventually achieving success after five years.
- 🎮 The game 'Eastshade' was inspired by the desire to create a strong sense of place and was developed with a focus on a cozy, safe environment for players.
- 🔥 A pivotal moment in the game's development was the 'painting mechanic', which was designed to reward players for exploring and experiencing the game world at a leisurely pace.
- 💡 Another innovative feature was the 'inspiration mechanic', tying player actions like reading, relaxing, and listening to music to the game's core gameplay loop.
- 👥 The development team grew over time, with significant contributions from the speaker's partner Jacine, a composer, a character artist, and additional contractors for specific tasks.
- 🏆 Despite facing financial challenges, the team managed to complete and launch the game, which has since made millions and changed their lives.
- 📈 The speaker emphasizes the importance of marketing, detailing various strategies such as creating polished assets, hiring a PR company, and being active on social media.
- 🏠 A memorable anecdote from the script is the team living with the speaker's grandmother during the final stages of development to save costs.
- ❄️ The launch day was fraught with challenges, including a massive snowstorm that threatened to disrupt the game's release, but was resolved just in time.
- 🍰 A touching moment was the 'Eastshade Pie' made by Jacine as a special gesture for the launch day, highlighting the personal investment in the project.
- 🚀 The success of 'Eastshade' has allowed the team to become a self-funded studio, with the freedom to pursue future projects without financial constraints.
Q & A
What was the motivation behind quitting jobs to create an indie game?
-The motivation was the desire to create their own game, inspired by the success of other indie developers who managed to create impressive games solo or with minimal teams.
How did the initial development phase of Eastshade compare to later years?
-The first year was filled with pure inspiration and a burning desire to create, which gradually turned into commitment as the project progressed and financial investments grew.
What role did Jacine play in the development of Eastshade?
-Jacine started contributing significantly in the second year and by the fourth year was working full-time on the project, responsible for design, writing, UI art, in-game illustrations, and the conception and design of key game mechanics.
How did the team address the issue of survival mechanics conflicting with the intended feel of the game?
-They introduced the painting mechanic, which rewarded players for taking their time and immersing in the game world, aligning with the game's theme of a strong sense of place.
What was the inspiration mechanic and how did it impact the game?
-The inspiration mechanic involved creating paintings that cost inspiration, with new experiences in the game world replenishing it. This mechanic harmonized the game's theme and mechanics, encouraging players to engage in cozy activities that rewarded inspiration.
What promotional strategies did the team employ for Eastshade?
-They created polished marketing assets, hired a PR company, carefully planned timing for releases and announcements, actively participated in social media, wrote articles on gaming sites, streamed development, attended conventions, and conducted interviews with various websites.
What challenges did the team face during the launch of Eastshade?
-They faced financial challenges, requiring them to move in with family to save costs. Additionally, a major snowstorm during launch week caused power outages and threatened the timely release of the game.
How did the Russian localization issue affect the game's reception?
-An issue with the Russian localization caused text fields to shrink with each repopulation, leading to illegible text. This was quickly fixed, but pirated versions without the update continued to circulate, making the bug more noticeable.
What emotions did the developer experience on the eve of the launch day?
-The developer felt a mix of worry about the power outage and the inability to fully enjoy the momentous occasion due to the focus on ensuring a successful launch.
What was the significance of the Eastshade Pie made by Jacine?
-The Eastshade Pie symbolized the special effort Jacine made to mark the launch day, despite the challenges they faced, and it brought emotional significance to the developer.
How does the developer view the success of Eastshade and its impact on their future projects?
-The developer is immensely proud of Eastshade's success and fulfillment from its completion. The financial security it provided allows East Shade Studios to self-fund future projects, giving them the freedom to pursue their creative whims without external funding pressures.
Outlines
🚀 Indie Game Development Journey
The narrator recounts the bold decision to quit stable jobs and invest five years of time and life savings into developing an indie game. Despite financial struggles, they persevered, eventually releasing a successful game that generated millions in revenue. The journey began with a dream job at a game studio in 2010, which ignited the desire to create a personal project. Inspired by the success of other indie developers, the narrator left a comfortable job in 2013 to pursue 'East Shade' full-time. The development process was marked by intense inspiration, commitment, and the gradual involvement of a partner, Jacine, who contributed significantly to the game's design and mechanics. The team expanded to include a composer, character artist, and additional contractors, all working towards the game's successful launch.
🎨 Design Innovations and Marketing Strategies
This paragraph delves into the creative process behind 'East Shade,' highlighting the 'Eureka' moments that shaped its core mechanics. The initial idea of survival mechanics was replaced with a painting mechanic that rewarded exploration and immersion. Another key feature was the 'inspiration mechanic,' which tied auxiliary actions into the game's core loop. The narrator also discusses the game's marketing efforts, which included polished marketing assets, PR support, strategic timing, social media engagement, articles on game development sites, live streaming, and participation in industry events. Despite the challenges, including a major snowstorm during the launch week, the game successfully launched with a minor bug that was quickly fixed. The story underscores the power of innovative ideas and careful marketing in the success of an indie game.
🏆 Reflecting on Success and Looking Forward
The narrator reflects on the fulfillment and pride of completing 'East Shade,' a game that exceeded initial expectations. They express contentment with their achievement, even considering the hypothetical scenario of it being their life's work. However, they also share a sense of loss for the forward-looking excitement that came with the anticipation of the game's development and release. With the game now self-funded and successful, East Shade Studios is positioned to work on new projects without the pressure of financial backers or publishers. The studio is eager to create their next game, aiming to surpass 'East Shade' in every aspect, from scope to polish and personality.
Mindmap
Keywords
💡Indie Game
💡Life Savings
💡Game Studio Job
💡AAA Games
💡Inspiration
💡Commitment
💡Mechanics
💡Eureka Moment
💡Marketing Assets
💡Localization
💡Self-funded
Highlights
Couple quit jobs to develop an indie game full-time for five years, investing all their life savings.
The game development journey lasted five years and resulted in millions in revenue.
The developer's first game studio job in 2010 inspired the dream to create his own game.
Observation of successful indie games in 2013 motivated the developer to pursue his own project.
The developer struggled with a single-project focus and decided to go indie with years of savings.
East Shade development began solo but evolved with partner Jacine's contributions in design and other areas.
Jacine's involvement grew to full-time, significantly influencing the game's mechanics and design.
The game's composer and additional contractors played crucial roles in the game's development.
The painting mechanic was a breakthrough, aligning with the game's theme of exploration and immersion.
The inspiration mechanic solved existing problems, creating harmony between theme and gameplay.
Marketing efforts included polished assets, PR, careful timing, and active social media presence.
The developer participated in industry events and received valuable coverage, impacting the game's success.
A significant snowstorm during launch week threatened the game's release but was overcome.
The emotional impact of the game's launch was profound, with personal sacrifices and efforts culminating.
Post-launch, the developer felt a mix of fulfillment and the loss of a long-term dream focus.
East Shade Studios is now self-funded, with the financial freedom to pursue new projects.
The studio aims to create a new game that surpasses East Shade in every aspect.
Transcripts
it's true my now wife and I quit our
jobs like crazy people and went fulltime
on an indie game for five years spending
both our entire life savings and then
some ran out of money moved in with my
grandma bet the entire farm and
eventually shipped a game it changed our
lives forever it's been 5 years and it's
made Millions this is the
story I landed my first game Studio job
in 2010 and ever since then I knew that
one day I'd want to make my own game I
always assumed it would take a lot of
money and that no publisher was likely
to hand it to me to try so I saved
religiously assuming I'd have to hire a
team to build something substantial I
thought it was going to take a very long
time to build up the funds but my
Outlook changed in 2013 when I saw a
number of Indies creating impressive
products Solo or near solo I'd been
working on what would become eade at
home in the Wei hours for months and was
making good progress my inspiration
burned so hot I was finding it hard to
get to bed which resulted in severe lack
of sleep some people can manage to work
on their indie project while holding a
regular job but I've always had a very
single project mind and struggle with
multiple projects I knew I could only
keep doing one I had to choose between
continuing with my cushy job in AAA
games or going
Indie with years of savings stockpiled
in December of 2013 I quit my job at
Sucker Punch Productions as an
environment artist to go full-time on
East Shade I knew I could pinch pennies
to make the savings last and with no
children or mortgage my tolerance for
risky Financial moves was high the first
year of East Shay development was a very
special time in my life imagine a moment
of pure inspiration the feverish kind
that burns so hot it gives you
Goosebumps or maybe that only happens to
me I felt that burning inspiration every
day the inspiration wanes slightly each
year and eventually gave gave way to
Commitment which as it turns out becomes
easy to hold when you're 3 years in and
have invested your life
savings in the last year when I had
sight of the finish line neither
commitment nor inspiration seemed
required as the thrill of finishing and
releasing the moment I'd been
fantasizing about for so long was all I
needed to keep
swimming I started e shade alone but
fortunately I didn't have to finish
Alone by the second year my partner
jacine was making major contributions in
design writing UI art and in-game
illustrations by the fourth year she was
working on the project full-time and
doing Quest markup mapping and testing
most of the game's Hallmark mechanics
were of her conception and design
including the painting mechanic itself
as well as the inspiration mechanic in
addition to her high level art chops she
has grown into the best game designer I
know and it's safe to say the game would
have been wholly unrecognizable without
her Beyond Myself and Jacqueline our
composer the amazing Phoenix Glen
dinning had been working closely with us
from the start we also had a character
artist Daniel meru who is an army unto
himself and single-handedly modeled all
the outfits and characters toward the
end of production we hired two Quest
scriptors and a programmer to help us
Implement quests and get the game across
the Finish Line finally we worked with a
number of additional contractors
including voice actors translators do
games who handled our console ports as
well as our publicist extraordinaire
Charlene LeBron of player 2
[Music]
PR throughout e shade's history there
were few moments of Eureka design I'd
always known I'd wanted to make a game
that was a place a strong sense of place
is my favorite thing a video game can
give and it is and will always be the
main design pillar of any game I have
authority in designing and I knew I
wanted it to be a nice place where you
could feel cozy and safe in the
beginning the idea was to make the
game's core Loop through survival
mechanics we had hunger coldness energy
and the idea was to build progression
with finding things to help these
depleting bars we had come to our first
major design dilemma the constantly
depleting Bars were entirely at odds
with how we wanted the game to feel they
penalized the player for doing the very
thing we wanted the game to be about
which is going slow and feeling that
sense of place we needed a new core Loop
the painting mechanic was born from
trying to think of a way to reward the
kind of thing we wanted the player to do
in E shade which is to go slow and smell
the roses one fateful day about a year
into develop
jacn came up with the idea that the
player could be a painter and create
quests around the player capturing
certain objects places colors times of
day or a combination of those this would
work in perfect harmony with wandering
and smelling the Roses because the
slower the player went and the more they
let the sense of place wash over them
the better they would do at these quests
it was genius that was the first Eureka
moment in our design Journey the next
Eureka moment came about 4 years into
development and although it's a less
prominent feature to me was even more
momentous it was the type of idea that
doesn't make new work but rather solves
existing problems it was the inspiration
mechanic the idea was that creating
paintings would cost inspiration and new
experiences in the game world would give
you inspiration so drinking tea reading
a new book discovering a new location
relaxing in a hot spring hearing a tale
from a Storyteller listening to Street
Music basically exactly the Cozy stuff
we wanted the player to be enjoying
would all reward your player character
with inspiration this totally closed the
game Loop created a Harmony between
theme and mechanics and gave us an easy
way to tie all the auxiliary actions
into the core Loop it was again Jaclyn's
genius it was amazing that such a tiny
and easy to implement feature could have
such a profound impact on the game and
that it came so late in development yet
fit like a glove it made me realize the
true power of a good idea ideas that
come in the form of more content where
the cost of production resources are a
dime a dozen I have hundreds of ideas of
that nature lying around but an idea
that solves problems is
[Music]
precious for as long as we've been
working on eade itself we've also been
working on its promotion I don't think
there's any one or two things that are
the Magic Bullets because every game has
different avenues that work for it and
indeed the marketing effort is the sum
of its parts I'll try to give a rough
outline of the things we did for shade
number one we created very polished
marketing assets so that's two trailers
over 20 gifts and over 50 screenshots
two we hired a PR Company uh called
player 2 PR who handled press releases
journalist Outreach strategizing on
release timing and planning and key
distribution during big moments in our
campaign number three we picked our
timing for our trailer releases our
release date announcement and our actual
release the most important one very
carefully trying to stay clear of other
news and releases okay number four I was
very active on Twitter and I kind of
still am I participated in screenshots
Saturday and I interact a lot of course
I think Twitter's relevance is sort of
dying just seems like the level of
interactions and Views um at least I've
been getting have just been plummeting
ever since Elon Musk took over
everything just has sort of changed on
that website it's part of the reason why
I'm trying to focus more on YouTube now
as our main marketing channel okay
number five I've written a number of
articles that have done well on
gamasutra and 80.lv and other Game Dev
ites six I often stream development on
Twitch and still do I was doing that
pretty religiously during the eade
development and I always did like a
pitch call to action of like you know
hey check out our game on Steam go wish
list it and I still do number seven we
got into the Indie Mega booth at Pax
West and we also showed at GDC in a
special Unity Booth we managed to get
into which uh the impact is kind of
overestimated I think of going to
conventions but in our case we did end
up getting some pretty important
coverage particularly from GDC we ended
up getting a Kotaku preview from that
which was really big for us and and
bumped our wish lists quite a bit and
number eight I did a number of
interviews with small and medium
websites and a few large ones and a lot
of those were lined up by our PR
[Music]
firm the tale of East shad's launch day
is an odd one the tale begins as many
epic Tales do with some backstory in the
final year of our 5-year development we
were beginning to run out of money with
both Jaclyn and I working full-time on
the game we managed to stretch our
savings quite far but eventually the
well was running dry my mother and
grandmother who lived together very
graciously offered that we come and live
with them bless their hearts this helped
us tremendously and ensured we had
enough reserves for the final launch
costs like localization my grandmother's
house is a bit rural but the internet is
fast and continuing development there
was never a problem but on launch week
something truly rare happened it's it
snowed a lot in fact it was the third
biggest snowstorm in the Seattle area in
the last 100 years the day before launch
we lost power no problem right just pack
up the computer and drive as far as you
need to to find power and internet the
problem was there was about 1 mile of
private road to leave my grandmother's
house with over a foot of snow just
about any car was hopeless and no snow
plow was coming we considered our
options the first thing we tried was
driving over the snow we made it about
20 ft before losing traction and
starting to drift sideways toward a
ravine fortunately this was still in the
driveway so we could just leave it there
next we started shoveling a path now
anyone who has shoveled snow probably is
finding that notion quite laughable
because shoveling a mile of snow by hand
is really not feasible it only took a
few feet of shoveled road to understand
that running out of ideas we considered
Gathering our things and Hiking out to
the main road and summoning a family
member to pick us up but among other
logistical issues that are too tedious
for this story the roads were in no
state for anyone to be driving on snow
isn't a huge problem in places that are
prepared for it but in the Seattle area
even a little snow is basically the
apocalypse and we had a foot of it in
the end we decided we'd wait and pray
for the power to return before 7:00 a.m.
the next day our scheduled launch time
we did have a build I had uploaded a
week prior that was in somewhat of a
launchable state over the phone I was
able to get my brother in a neighboring
City with power logged into steam and
the partner site ready to hit the launch
button if power didn't return to us in
time it was a dark moment for me it
wasn't so much that I was worried things
would go badly without the most
up-to-date build though I was worried
about that or that people wouldn't be
understanding of the slightly delayed
updates due to our snowstorm situation
but just that I had been dreaming about
launch day for 5 years I'd always
envisioned being able to watch it all
unfold from my own workstation with my
own internet I found myself on the eve
of our launch not even excited excited
about the big day but rather just
praying through gritted teeth that the
power would return at 4:30 a.m. just 2
and half hours before our launch time
the power returned I uploaded the latest
build with the force of a thousand
well-lit rooms and by The Guiding Light
of electricity I went into the kitchen
for a pre-launch snack there on the
counter I found this while I was trying
to jump start cars and shovel snow the
night before jacine had secretly made an
eastshade Pie by candle
of uncooked oats peanut butter and honey
she had made the only thing she could
come up with without an oven or burner I
cried like a baby in all the madness I
hadn't thought to do anything to make
the day special or memorable I was too
worried about the power to savor the
momentousness of the occasion when I saw
the eade pie she had thought to make it
finally felt like a special day even now
if I think about that pie I tear
[Music]
up as far as as the launch day itself it
went pretty smoothly All Things
Considered we did have one absurd bug
with the Russian localization which we
fixed within a few hours a few days
earlier we caught that some of the text
Fields were overflowing in Russian so I
scaled the Russian font down globally to
90% on my ultra quick verification test
everything looked Dandy but if I had
kept playing for another minute I would
have seen a ridiculous problem I was
doing 90% of the current font size the
result was that the font shrank a tiny
bit each time the textt field was
repopulated until you get something like
this for months I was getting bug
reports of that because all the torrent
sites instantly uploaded the 1.0 version
of the game and many of them didn't
bother to update even though the fix
came within hours it made it very easy
to spot the
[Music]
Pirates I'm hugely proud of East Shade
it's a bigger and better game than
anything I envisioned when I first
started it in 2013 I'm so fulfilled by
its completion
that if I died tomorrow I would be
content with what I did with my years to
be clear I'd very much like to keep
living but that is the level of impetus
I felt to complete it in the months
following its release amidst the joy of
finally achieving some security as an
indie and the warmth of its reception a
small part of me did feel off it was the
forward-looking part of dreaming about
what eade would become it may sound a
bit one-dimensional but for 5 years I
saw many things in life through the lens
of being excited for E shade if I saw a
beautiful building I'd think oh we could
do something like that in E shade or if
I heard a street performer I would think
wow wouldn't it be cool if we had street
performers in East Shade all forms of
inspiration were impulsively funneled
into dreaming about the game when it was
finally released I was a little
unprepared for the quickness with which
that habit had to die oh that would be
cool and easy oh right it's shipped and
done and whatever it is will always be I
thought as I found myself unexpectedly
wistful about things that never came to
be in the game but you can't keep
working on something forever and please
don't advise me to keep working on
content updates for our fully released
single player barely replayable game
with a regular decaying sales curve East
Shade Studios is now a fully self-funded
game Studio free to work on our own
projects we're a game ahead of our
Capital instead of a game behind meaning
our revenue is stockpiling for our next
game instead of going to pay back a
publisher or investor for our last which
means we can go wherever our whims Blow
instead of needing to seek more funding
it's an exciting place to be and we have
every intention of our next game blowing
e shade away in scope polish variety
coziness wonder and
personality
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