If you want to do this for a living, you have to readjust your entire life. Thankfully, the economic situation has changed now, though.
Contract work has started picking up this year. Before that, I was in college tempted by Flash game sponsorships as well as Humble Bundles and gigantic console storefront sales, those gold rush myths perpetuated by Indie Game: The Movie.
That being said, my living, savings, and retirement costs have always been covered by game sales, but I did take a part-time job as a game design and music teacher at the School of the Art Institute of Chicago from to this May for extra income to help support our studio.
Four years ago, I left a video game studio to become a freelance video game artist and art director. In France, we have a very cool social welfare system so I had some security. This is when I made Sacramento. In , I was really busy with contract work. The first year, I had to deal with this fear.
I feel like every freelancer has to live with this. I worked on Sacramento and Stones of Solace when I was inspired. I was doing them for me and then for the players. I work on them when I have time between contracts or sometimes on weekends. The rule is no pressure. Five years of video game studies ended in After that, I had a six-month period of preparing for a job in Halifax.
In the meantime, I was working on Vignettes. I ended up moving to Halifax for a year and a half on a humongous salary by video game standards. I started working on Vignettes in when I was still a student. We had a clear-headed approach because we knew it was a shot in the dark publishing on the Apple [App] Store. We budgeted how much time we could work on it by the savings we both had. We recouped our expenses and ended up with the equivalent of the French minimum wage in sales for at least four to six months.
I was working on Baba Is You an unhealthy amount. For me, the dynamic was very often my day job, and then when I got home, I relaxed by working on Baba Is You.
You can never survive doing this. With the first Frog Detective game, I was at [game development collective] League of Geeks so it was a triple combo of university, making Frog Detective , and working at a games studio. League of Geeks were really helpful, but I always just felt this immense guilt for not being able to do what I wanted to do.
Our other source of income comes from Film Victoria, which is a government organization based in Melbourne. It gives out money to film, TV, and games. We have that for Frog Detective 2. I was working full time as an architectural assistant at a cool practice in London for six months, and before that, I had a very commercial architecture job. Unpaid overtime is standard. So when I quit my job, I knew I had that long to make something happen. It sounds so stupid talking about it now.
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