One person is rarely enough to make an entire game. I read an article a while ago (sorry, lost the link) on sales data for mobile games, comparing their revenue with various factors, one of which was no. of people on a development team vs revenue. There was a clear correlation – bigger teams returned larger revenue per team member, and more reliably returned a profit. While it may be counter productive to focus on monetization, this is a good measure on the success of a game and hopefully has some correlation on quality.
I am of mixed opinion on what lesson to learn from this – larger teams are probably more risk averse, less centralized leadership, and generally more traditional. But their strengths are obvious – diverse experience, skills, and strengths. But for me, something I have missed when developing alone is sharing conversations with other developers while creating games. I have had a bunch of friends giving up countless hours to discuss and test my work which has been invaluable (and Terrorhedron would never have happened without their help) but there is no replacement for frequent discussions with other developers with the same investment in a project that you have – it is a powerful motivator and accelerates problem solving. Another advantage is the formality it brings to a project. Design documents will be much better finished, and time will be prioritized really well – you will get more out of your time, even after you take away all the time you spend communicating ideas. The article above also suggested people working alone may be doing so because nobody would work with them…
Working with others is awesome. If you are thinking of working on a project on your own, please please consider finding a team mate. But beware of who you team up with! The biggest hurdle you will face is people dropping out which can be a huge waste of your time. Look to your friends who you trust, and obviously who share a passion with the type of project you are working on. Don’t constrain yourself to others in the game industry! Artists, writers, illustrators, so many people have skills that can be utilized in a game project.
Considering the above, I’m really pleased to announce that I have teamed up with friend, ex flatmate and fellow Cardiff graduate Ceri Williams to create a hidden object, hand drawn, animated game for tablet and desktop. He has come stay for a bit and we have set a work space up:
The project is focussed on creating a beautiful and absorbing world, and an emmotive experience for the player. The player journeys through a hand drawn world, travelling further and further from reality, each chapter more deeply abstracted than the last.
Before anyone asks what is happening with Terrorhedron, I cannot tell you! I should make it clear that support for Terrorhedron hasn’t ended. I have been very quiet recently, but this is purposeful, I have made some big updates to the game and there is some big news to come in the coming months. It goes without saying that any updates to Terrorhedron are free to anyone who has already bought the game, and another big thanks to you all for supporting me during a really important time. Thanks! micromacro