Why pursue funding?
As an indie game developer, you can take two viable (let’s assume) directions:
- Self-fund and beg artists to work for free. Stay small and the game stays indie.
- Sell out and get external funding. Grow to a small crew and the game goes tries to become commercial.
Well I’ve taken the second route, but I must admit the past few months have been as Alexander would say “Terrible, Horrible, No Good, Very Bad” due to the stress and uncertainty When a game requires more than one person to build, it stops progressing when others are not available - which is usually due to lack of funding to pay them or if they are working for free, spare time, because they need normal jobs to pay rent + food. Thankfully, I’ve recently acquired some significant funding.
If I had gone route No.1 like Petri then life would carefree and simple, right? At some point I’d run out of resources(time + money), of course and I’d have to return to the workforce.
Add comment May 26th, 2008