Reverse Engineering: From Indie to Employee

On May 14, 2011, in Interview, by Steffen Itterheim

There have been many reports of Indie developers leaving their employment to start running their own business making games. I always wondered if there aren’t cases where it’s the other way around? A very recent event, Zynga hiring the main cocos2d-iphone developers who had been making a living off their products, shows that in fact those cases are a reality.

Another example is Luke Rogers of Rizer Games, who graduated with a degree in Computer Science from UEA in 2009 and lives in Norwich, UK. For the past 18 months Luke has been running the freelancing and indie lifestyle, the result of the latter being his indie iPhone game Flying Cats Game. But eventually he found that he needed to get a full-time job for various reasons. I asked him about his motives, his life and work as an Indie and his expectations from his future working as an employee and after-hours indie.

Interview with Luke Rogers of Rizer Games

SI: Luke, you’ve been an indie and freelance iPhone developer for about 18 months. Now you want to go back to full-time employment. You explained your decision in the blog post Moving Forward to a Full-Time Job by going into detail on keywords like stability, structure, money, people, experience that can be found working full-time. Which of those was your driving motivator to become a full-time employee, and why?

LR: It was definitely a combination of all those factors, although I guess money and stability would probably be the main ones. There was a point at the start of the year where having quoted on a whole range of projects, not one of them came in. It certainly makes life interesting at times, but I think right now that I’d really appreciate not having to worry about where and when the next payment is coming in.

SI: One particular reasoning to become employed struck me as odd: Inspiration. You mentioned other indie developers who work full-time AND were able to create a lot more indie games than you while you were freelancing. You expressed the “if they can do it, so can I” attitude as a reason to become employed. Why do you think employment + indie development will work better for your when freelance work + indie development didn’t?

LR: There are definitely positives and negatives with both approaches. The main down side of going into full time employment I think will be that I’ll have a lot less time to work on projects than I do now – certainly fewer big blocks of time anyway. And I know from experience that after a long day at work sat in front of a computer coding, it can be hard to motivate yourself to come home and do the same.

On the plus side, structure is a nice thing. I know that I’m consistently going to have several evenings free each week, plus the weekend. Freelancing can swallow up those hours outside the standard 9 to 5 very easily if you let it. When I was busy freelancing, I could go for months without working on my own projects at all, which can often lead to a loss of momentum.

I’ve heard of other people being more disciplined and working on freelance projects 9 to 5 then switching to their own projects in the evenings, but with deadlines looming I always found it hard to have the discipline to stop. And if you’re going to freelance 9 to 5, why not just get a full time job? I never set out to freelance – it was always a back-up plan for when the indie income wasn’t enough.

Doing work for hire really isn’t that different to working full time. You don’t get much creative freedom – you do what you’re told. It’s hard to escape from freelancing too. The projects that you created you are responsible for, and you are responsible for fixing. Clients will still email you and phone you on your days off, and probably will do for months and years after the project is signed off.

Talking of inspiration and looking at people who successfully made great games whilst working full-time, I can think of no more inspiring story than Matt Rix’s. Definitely worth reading if you haven’t already.


Matt Rix talks about Trainyard at FlashinTO

SI: During your 18 months doing freelance work, which indie game projects have you started and which of those are complete?

LR: Counting up, it looks like I started 16 projects, and completed 2 of them. I guess that’s where all my time went!

I think it’s a pretty common problem amongst indie devs to have a plethora of unfinished projects, although I think to some extent that’s a healthy part of the creative process. It’s definitely an easy trap to fall into where you jump from project to project because the new idea is always more attractive than the one you’re currently working on.

Some of those projects I want to go back to, but most I know I won’t. I’d love to hear if anyone has any tips for how to finish more projects, or how not to get too deep into those you know ultimately you’re not going to be able to finish. I think I’m getting better, but I still have a lot to learn in that respect.

SI: What were the biggest motivational issues you’ve had in the last 18 months? Did you find it harder to work on the freelance jobs, or on the indie games?

LR: Freelance jobs always have a deadline, a nagging client, a clear brief and guaranteed money, so in many ways it’s easier to be motivated to work on those.

I think the biggest thing that motivates me to work on my own games is dreaming of their success. There’s a lot of the game creation process that’s really fun, but I think you need that long term vision to get you through the boring and difficult bits. When you’ve seen your previous projects not reach your expectations for them, it can be hard to motivate yourself to keep going at times.

SI: What was your biggest failure and your biggest success in the past 18 months?

LR: My biggest success was making games! Nothing has been a financial success, or even anywhere close, but to hear from people that genuinely enjoy playing your game is a fantastic feeling.

One of my friends uses Brainz to help her teach maths to school children. And the reaction to Flying Cats Game has been great. I hear stories of people’s mums getting addicted to it, and see pictures on Twitter of little kids having fun playing it. That’s really rewarding.

My biggest failure was probably procrastinating too much. I look back at the number of games I’ve made in that time, and I feel like I could have done a lot more.


Flying Cats Game gameplay video

SI: Will you consider becoming a full-time freelance and indie developer once again?

LR: No. In my mind now I’m done with freelancing. My aim is still to go full-time, but only as an indie developer with no freelancing involved.

SI: Looking back at your time as independent developer, what would you do differently the next time around?

LR: Start off with a better plan and some money to keep me going for a few months. I didn’t really have much of either when I started.

SI: You also said regarding money that iOS developers are sought after and well paid, and that the wages paid by employers you were looking into are more than you could make from freelance projects. Do you think that employers generally pay more than freelance jobs?

LR: Not per hour, no, but factoring in all the time looking for freelance projects, fixing bugs, client changes, going over the quoted time and all the other time when you’re not actually getting paid (holidays for example), then in my experience full time work definitely pays better. Maybe other freelancers charge more – I’m not sure.

SI: Are you specifically looking for a job in the game industry?

LR: I didn’t actually consider going for a games industry job. In part that was because I didn’t want to relocate and I’m not sure that there is much in Norwich. I would have considered it if something had come up, but having now accepted a role as an app developer, I think it’ll be nice to have some variety between what I do for a day job and what I do in my spare time.

SI: In your very first blog post in November 2009 you mentioned that you’ve been employed as a full-time web developer. What made you become a freelance and indie developer in the first place?

LR: There were a number of factors. I came straight out of uni into the first job I could find, and in hindsight I think it might have been wise to look at other employment options. I went in to that job knowing that I had a strong desire to be an independent developer, and with a belief that I was good enough and ambitious enough to make it happen, so I had in mind that it wasn’t a long term career move.

The job itself involved doing a lot of HTML and CSS, which was all mind-numbingly simple and not at all challenging. To go from a uni environment where you’re constantly learning and being challenged every day to do doing stuff that I’d taught myself to do before uni really amplified the voice in my head that said I wasn’t reaching my full potential. So I left after about 4 months and went straight into seeing what I could achieve as an indie. Being able to live on a shoestring meant that I was prepared to risk not having a decent income just to give it a go.

SI: Also in the same first post, you said very openly that you want to be rich. Would you say that’s a valid goal to strive for as an indie game developer? Do you think that’s a goal an indie game developer can actively work towards, or does it depend mostly on luck?

LR: I think I’m definitely in a minority amongst indie developers to have that as a goal. Just to clarify the context of that post, what I’m talking about is creating wealth in order to use that to make a difference to the lives of others. Most people will tell you that it would be the wrong way to go about trying to become rich, but I also want to do something that I love and there are examples of people who’ve made significant incomes from making games.

I think it is something you work towards, definitely. It seems that some people get lucky, and that’s true to some extent, but you don’t “get lucky” without putting a lot of effort into making something exceptionally good. I’ve learnt that it won’t just happen over night, and if you look into all the overnight successes you’ll see that actually there is so much that led up to the point when they became a public success.

SI: In your New Year’s resolution for 2011 you said that you need to improve your marketing skills in order to make more than 5% of your life’s income from indie games. Why do you think marketing is the most important factor to sell more of your indie games?

LR: Marketing seems to be the target for blame when a good game doesn’t do well. Maybe it is marketing that is to blame in the case of my games, but maybe it’s something else. I still have a lot to learn, that’s for sure.

One thing I have learnt is that you can’t just go to some marketing checklist on someone’s blog and expect that to work for you. They might be able to give you tips about how to get the word out, but in my experience it must take some extra ingredient. Seems strange that we try and be so unique when it comes to creating our games, but yet we want to do what everyone else does when it comes to marketing. I think I just need to be a bit more creative in that regard.

SI: You’ve blogged a lot about originality of games. I think a lot of game developers, indie or not, are very conscious when it comes to originality. For most it’s part of the spirit of being indie, to make game that are different. Why do you think originality is so important for so many game developers, yet most of them struggle to create original games respectively make those truly original games actually fun to play?

LR: I think originality is a little too highly prized in the indie community. It’s impossible to create a game that could draw no parallels to anything that has come before it, so don’t let that put you off making something you want to make.

Also, I think we can be original in ways other than gameplay. When Tiny Wings came on the scene, I saw a lot of people pointing out that it’s fundamental gameplay mechanic had been done before, but actual it’s a very original game. The way they treat achievements is pretty original, as are the graphics, and far more importantly than any of that it’s a real joy to play.


Tiny Wings gameplay trailer

I think it’s kind of cool that people make games that are totally obscure in their gameplay mechanic even if they’re not particularly fun to play because it pushes the medium forward. But personally I’d rather make something that might be a little similar to stuff that has come before it, but really delights the user. That’s not to say you should go round ripping off other people’s ideas – definitely don’t do that!

SI: One thing that I personally found very difficult was the often-repeated advice to make the game you’d love to make. But as with any love, what starts as a hot fling or crush doesn’t always end up as a “happily ever after”, to say the least. How did you know that a certain game was the one you’d love to make? What does such a game need, what does it make special to be “the one”?

LR: Good question. I guess I’m someone who’s flirted with a lot of ideas, but I’ve only pushed home with one or two.

I think it’s important that your games are a reflection of who you are, but I think it’s also important to remember that there will be other games. To see a game through to completion requires a decent level of commitment. My approach is generally to pick a really small project (most of my ideas never get started because the idea is too big for right now), and then not to think about it too much! Just put the blinkers on and go for it. Small projects are good because you can have lots of “happily ever afters”.

SI: Do you think the iTunes App Store is a great platform for publishing indie game titles? Would you publish on the App Store again or would you rather choose to publish for a different platform and store in the future?

LR: The App Store is a game changer, for sure. Essentially the other stores that are appearing at the moment are inspired by the App Store.

I keep an eye on what’s happening with other platforms, and I think it’s possible that I might develop for them in addition to iOS, but in my experience iOS is the most fun to develop for and it’s also where you’re most likely to make money, so I’ve got no plans to abandon the Apple ship.

SI: From your frustration with freelance job listing sites you started your own project dubbed Freelance House. How is it different from regular job listing sites and how did it work out?

LR: In my experience, the best freelance work comes from knowing someone who knows someone who wants an app made. Having some level of relationship there really seems to help, as both sides are taking a risk in entering into an agreement for the work. But in our digitally connected world that seems a little old fashioned to me.

Of course there are digital job boards, but often the clients advertising have very little budget and the freelancers are all trying to undercut each other. That’s no way to earn a living, and it’s a massive waste of time scouring all the postings on the many different sites. I wanted Freelance House to be the digital meeting place where I could introduce developers to clients, without wasting anyone’s time with nonsense jobs or developers that just weren’t able to fulfill the brief.

It totally flopped as I didn’t have a marketing budget, but I still think it’s a reasonably good idea. In hindsight, I’m not sure maintaining a site like that would have been something that I’d want to do, so in a way it might be good that it didn’t work out.


Thanks to Luke Rogers for taking the time for this interview. Be sure to check out his Rizer Games blog!

Making a living (gladly) as an iPhone freelance programmer

On February 20, 2010, in Experiences, by Steffen Itterheim

At the moment my first project with Ravensburger Digital is being tested. I’m eagerly awaiting feedback and if all turns out well it could be ready for release next week. In the meantime i’ve sent out 3 more project proposals, i have at least two others yet to be done, then there are two promised and three ongoing talks for potential projects or cooperations, former colleagues would like to hire me for an incredibly interesting project and finally there’ll be a minor update for 51 Japanese Characters coming soon and we’re thinking about potential spinoffs and cooperations to create a “Characters” series. There’s one more option to consider still: making a living on the iPhone App Store by publishing my own game(s). All i really need for that is some spare money to pay someone else to create art and audio for me. I’m also looking into proposing a business opportunity to a 3rd party whose work i admire and adore – so yet another option, this one i follow through simply out of sheer interest in the product that particular company creates – and it’s got nothing to do with computer games at all!

Overall i’d say i really enjoy being in such high demand, and i feel kind of bad already that i’ll eventually have to choose between some of these outstanding proposals. If i could clone myself i think i’ll need more than just one clone. I’m actually considering something similar to what Dr Touch is doing: a band of freelance game programming brothers working under one name and distributing the workload based on qualification, free time and interest in the project. In the long run it could lead to me actually starting a game programming service company, who knows? But let me not get ahead of myself, i’m still working on the base technology for my cloning facility.

I really, and i mean really, wonder why none of my other colleagues have chosen to go that road? I have some thoughts … because those were mine and i do what everyone does: i conclude that what i experience, others experience as well.

When i was first thinking to work as freelancer in late 2009, i expected to spend most of my time alone, to be disconnected from the people i have to rely on to get a job. To have a huge problem reaching out to contacts and getting them interested, or simply making new contacts. My worst imagination had me begging for projects for low prices just so i could sustain a living. But to the contrary, now i could easily find enough work for two. I’m lucky that i know some people who do have the contacts and that’s just as important as having the contacts yourself. And the payment … well, i’m currently expecting to earn more than in my last year as an employee with bonus program and stock options. But of course i have higher running costs as well.

I also worried about all the extra costs a freelancer has, and all the paperwork it involves. Especially considering taxes, and paying them monthly in advance. Let alone the process of registering a business and running it properly, with all the legal and tax issues to be considered. It turns out that a helpful tax consultant is worth a lot – if only to take away those uncertainties and worries. Yes, i just spent an hour filling out my first tax form – and 15 minutes on the phone with my tax consultant to make sure i’m making the important checks and correct entries that are in my best interest. Time well spent.

In addition i was put off by certain internet platforms  offering work for freelancers. I get a daily summary of jobs offered and over the last 2 months there have been only 2-3 iPhone programming jobs offered. The rest required absurd skills in insurance policies, high-technology systems, low-level engineering, highly specialized areas of expertise – it’s all about buzzwords like Kordoba, SAP BPS, CATS, ABAP-OO, SOA/ESB, Microsoft SCCM, Citrix, PL/SQL, HFM, PMO and roles like Process Analyst, IT Security Manager, Online Banking System Expert, Solaris Administrator, Oracle Consultant and of course the obligatory Business Analyst. Definetely not the kind of jobs i would know anything about. And that painted a skewed picture of demand – if you look in the right places, or advertise yourself in the right places (such as the cocos2d forum through which i got 2 contacts) and have the right contacts in your business it does become obviouswhat the answer to the question “What should we call a developer who concentrates on developing for iPhone, iPod Touch and iPad?” is: in demand!

I’m still accepting offers and i’m always happy to talk about potential cooperations – if you think that’ll be interesting for you, check out my application website with CV and references. After all: more options means i can get to choose the best job at the right time.

Tagged with:  

So, how is life as freelancer?

On February 5, 2010, in Experiences, by Steffen Itterheim

It’s quite remarkable. So remarkable indeed, that when i came across Noel Llopis’ story about life as indie developer i had a deja vu experience. I’m just adding this line 10 days after i originally wrote this post – so the similarity is coincidental but not surprising.

I probably made more new contacts in the last 6 months than i did in the last 6 years. This opened up new business opportunities but not only that, it gave me insights into many different aspects of business – from financing and investments to marketing and PR to visionary thinking and believing in what you do.

Before, i didn’t care too much about contacts, or just keeping in touch with people, or basically anything that seemed like a distraction from either work or my free time. Now that has changed since with every contact come new perspectives, sometimes opportunities and almost always fresh new ideas and points of view. So i enjoy meeting people either online or in person a lot more simply because i have not only the freedom to do so but it kind of feels like this is what i should do and actually want to do.

Another awesome thing is the freedom to go about my work not only in the way i want to but most of all: when i want to. Sometimes i work in the morning till noon, then i’m done for the day. Maybe i come back late at night. Maybe i just start late at night. Maybe i work from breakfast to dinner almost uninterrupted. Maybe i don’t work at all that day – even though i will probably do a lot of other things. Filling out paper work for bank accounts, taxes, insurances and what not. Or simply hanging out in forums, reading articles, posting comments or – lo and behold – actually writing blog posts not just more frequently but also with better content – i hope. The moral of the story being: i do my work whenever my life allows me to fit in work, instead of having a life whenever work leaves me time for that – which for most people means: evenings and weekends. This is a simple yet very crucial difference that abso-fricking-lutely improved my attitude towards my work as well as the enjoyment it brings with it. I wouldn’t mind doing a 9 to 5 job again, don’t get me wrong. I just wouldn’t ever do that again on a regular basis.

Then there’s no one telling me to do this that way and having this and that finished till then. You know, the boss kind of thing. It might not even have to be your boss, just simply the poor person who relays what was decided higher above both of you. That poor soul gets all the grievance. Still, he or she has to have me do that work. That sucks for both of us. And i just have to execute, to work, to function. Well, my current work relationships function much differently, more on a collaborative level. I enjoy that a lot since this is actually one of the things i was really looking forward to when i left Phenomic. Actually collaborating, working towards a common goal with shared interests is what brings out the best in people. Even though i personally still feel i want to make this one game all on my own, deep inside i know it’ll work out much better if i had one or two people working with me, sharing responsibilities and each bringing in their own individual skills. But only if we all want absolutely the same. And that’s hard to come by. But i’ll keep looking, or eventually just go ahead and do it all by myself.

Anyhow, yet another great thing is working from home. I can’t tell you how much money i save by not going to lunch regularly and not driving or using public transportation every day. But that’s just a minor thing, really. The bigger thing is that i can spend quality time with my girlfriend whenever she’s available. Since her schedule is totally wacky and changes sometimes on a daily basis, that made it hard for us to actually find some time together. Now i can almost always make time for her instead. If only i could get her to work from home as well …

Next up: how it feels to actually make money from what i do. I’m looking forward to sending out my first invoice and receiving my first income. I already suspect it’ll be a lot different to get money for actual work done rather than receiving a regular paycheck at the end of each month, regardless of what i may or may not have done. I think that is actually a very unfair, and unproductive way to pay off employees. If i ever start my own company, remind me to give my employees monthly bonus payment options which depend on how they performed that month. And if no performance review takes place, they’ll just get the full bonus as reimbursement for their boss’s failure to communicate.

Over and out.

Tagged with: