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im broke but if i had money would you make my game

A topic by swingin created 53 days ago Views: 251 Replies: 11
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(2 edits) (+1)

its a hypothetical question im broke im just curious as to how much money it would take for someone else to make my game

edit: If you sold the game i would get nothing

edit2:ignore edit one, obviously it wouldnt make sense for me to make any money off a game i didnt make


Its not your game if you dont make it. Nobody will buy an idea that they have to make. Explain your game and maybe you get an offer

youre right i guess it was a silly comment, saying "if you sold the game i would get nothing"

ill explain the details of the game later

i dont really have a clear idea of what this games gonna look like


You don't need someone else to make it - there's a lot of software that makes writing games easy - just use one of them and make it yourself.  That way - if you don't have a clear idea - you can start with something, play around, and change your mind as often as you like.


It depends on what the game is. A simple pong game versus a large scale multiplayer game have significantly different requirements. I think if you have a reasonably simple & good idea then you could probably recruit someone to work with you to create the game.

Even Pong vs Mario Tennis which I can argue are elaborate versions of the same game.

 "If i had money would you make my game"

Yes. Obviously. 

I'd be a game you directed and based on your idea and story / etc, with your name on it.

It's not cheap though. 

It's really not cheap. 

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I am not a developer of any kind, but I do have ideas, as well as opinions - that I like to share, especially on the forums. The case is, your idea would need to be very well thought through, before you even made an announcement as to hire, say, a technical director, who should later on be responsible for the crew, also with whom you ought to consult how feasible your plan is, making such a person automatically a sort of co-founder - or at least giving him the right to make such claim. If you do not have the technical skill to verify that people whom you pay are capable of doing what they promise to be able to do, your technical director also should do as your HR manager, interviewing candidates with having the say over financial gratifications included.

More likely yourself, you would become the chief of the art department, deciding for the graphics and soundscape fitting your project. With the latter, I guess it is easier to verify oneself whether the candidate has some artistic skill or not and whether it is to your liking. You may not be savvy in arts, but you certainly know what you like or dislike, also how your game ultimately should look like. For the money, indeed, as someone pointed out, you better be a well of cash, if you want to keep people on a leash of payroll, so to say, which would allow you to have an ultimate word on what goes around with your game. Also, mind this would be your game in the final credits, the same way as a movie belongs to the movie director, even though the director does rarely star as an actor, edit or shoot the scenes.

Otherwise than that, you can throw loose ideas here and there, but basing on my own experience, nobody is really going to buy them, because first, it is slippery - you could later on make claims or even attempt to sue the company - otherwise than that, idea depends on who actually has the idea. Me and you, we may have the same idea, but when things come down to things, it may happen you will not recognize your idea as carried out by myself, also the other way around. This is furthermore the risk of "ordering" the making of a game, in case you wanted to just remotely hire a company - like ordering a pizza - without hands-on control or personal contribution and leadership. You may actually not recognize it, you may even dislike it. Someone else would have to take charge of the concept and shape it onto own likeness. Some core concepts may be misunderstood or twisted. What then? You still would have to pay for it, because the work is done, as written in the hypothetical contract.

You know how the saying goes, if you want it done right, do it yourself or at least lead by the example. Which is why some ideas are bound to remain ideas.

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I use to spend a month working on someone’s game ideas for $50-$100 per month but they also did the artwork and beta testing, and sometimes there beta testing would make the project drag on and on, but I just felt like I was making a resume, a friend, and a little bit of extra cash.

I was in high school so it’s not like this was how I was making a living yet.

I use to spend a month working on someone’s game ideas for $50-$100 per month but they also did the artwork and beta testing, and sometimes there beta testing would make the project drag on and on, but I just felt like I was making a resume, a friend, and a little bit of extra cash.

What about the timeframe, did you have any, or was it just a work in progress until someone calls it quits?

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Never a time frame exactly we would work together on ideas based off of what we both wanted.

Sometimes he would come to the table with a game idea and we would work on that for a while.
Sometimes he would say he wants to bust out a game in 1 day maybe 2, if possible.
Sometimes I would have a project I would have been working on for a while and I would just ask for some artwork to put over my game in return.

I always would want my artwork in a few days, but he wouldn't start working on the art til the game was near finished most of the time.

Not always but sometimes he'd like a game programmed in a few days, unless it was a big game,.
Our big games generally took about a month each to build. The more we made games the better we got at optimizing code and well everything.

I wouldn't recommend spending over 2 months on a game at most, especially when you are starting out, this will feel like an eternity if you are like me.