Hobby game developer vs career game developer

At the present time, I am doing game development purely as a hobby, meaning I work on it in my spare time and don’t earn any profit from it. And yet, some time in the future (could be several years from now, or longer), I think about what it would be like to be a career game developer, meaning that I make my living developing games.

While the fact of whether one gets his or her primary income from game development is black or white, I feel that it is possible to have a grey area where your are designing as a hobbist, but thinking like a career dev. To that end, I’ll try and illustrate the differences between these two mindsets in a little more detail.

Hobby game developer

Because there is little to no income involved, a hobby game developer has total freedom over what and how it is developed. This means that you can jump from project to project at any time. What tends to happen, at least in my own experience, is that most games that are produced are something similar to one played before and enjoyed.

For example, since I enjoy Starcraft I’ve made several games which bear at least a minor resemblance to it, and I’ve seen many other hobbists that have done the same.

Put another way, “I enjoy this type of game” plus “I enjoy programming” translates to “I enjoy programming this type of game”. Even if the game pales in comparison to the original, some of the happy memories from that will be revisited when playing the “homemade” version. This can be seen to be a bit like cover songs, since listening to them reminds one of the original version. If others feel the same nostalgia about the game, it can contribute to it’s success in the market.

A hobbyist developer doesn’t really have any deadlines or obligations, so generally there is less motivation to finish a project. As a result, many projects end  in a half-complete state when other more interesting things come up.

Depending on the person’s interests, he or she may learn new technologies just because they seem powerful or interesting, or for the purpose of buffing up their resume. There may be no connection to the quality of the resultant game produced using said technologies.

Career game developer

Because the career game developer makes a living from their job, possibly supporting a spouse and children, he or she generally has a much more serious attitude to things.

The attitude of the developer can change significantly depending whether the developer is self-employed or not. The focus of this article is mostly on the self-employed case, but I’ll talk about the company-employed one as well.

Company-employed (not self-employed)

A developer in this position typically has to follow the organizational structure and rules of the company who they are employed by.

For lower level positions, the employee’s main focus is just following orders from their direct boss. Quality may or may not be stressed, depending on the environment. Getting along with one’s boss, both socially and politically, can be important factors to promotions and other perks.

A key element here is that the developer’s salary, bonuses, and other benefits may not be tied to the game’s success in the market, apart from the fact that a failing game makes them a target for restructuring.

For higher level positions, there is typically more freedom as well as more responsibility to create a quality end product. The higher up, the more likely to profit from a successful game.

Self-employed

This category includes those developing and selling games by themselves, or part of a small team. The compensation of the developer in question is very strongly related to the game’s sales, so there is a very high level of importance put on making a “successful” game.

The key here is that as long as the game sells, the fact of whether it is “fun” to play by the developer(s) creating it isn’t relevant. In fact, you could end up working on a game that you would never play yourself, because market research has shown that it is likely to profit. Of course, it is ideal for developers to align the game they are producing with their own interests, but that isn’t always possible.

For the self-employed developer, abandoning a project midway through is a major sacrifice, because there was no direct profit achieved from those “wasted” hours. However, if there was some new market research indicating this game will no longer sell, it may make sense to cut losses. This is one reason the longer a game takes, the more risk there is to cancel it or redesign major parts of it. The upside is that the skills learnt, including knowledge of frameworks, programming languages, and OSes, may be a consolation since they can be leveraged for future projects.

Because of these things, there is more times that a career game developer has to put up with some tedious or unpleasant task – whether that is writing tricky code or trying to fix a tough bug. Even though it would be OK for the hobbyist to just give up at times like these, this is not acceptable for a career dev.

In exchange for these (hopefully) short-term struggles and compromises, the career developer has the chance of both increased rewards, as well as the satisfaction that their game did well in the market. Whether you coded a certain routine right or made a nice graphical asset is less important than the overall sales of the game.

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Even if it’s only gradual baby steps, I’m going to try to gradually make this shift of mindset in the hopes of making the jump someday.

Let me know your thoughts on this stuff, especially if you are  acareer developer. Is there anything important I forgot?

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