I came home from the first week of my desk job, sat alone in my office, and cried. That cubicle was not my dream. My dream was making indie games. Even worse, three years had passed since I started a side project—this game called Pinstripe. I had worked on it completely solo and felt like I had made zero progress. Was making profitable indie games actually possible, or was it just a pipe dream?
Self-Sabotage:
Making games solo is like running on a never-ending treadmill. You’re the only one making decisions, which can lead to careless changes that push deadlines further. For example, while working on Pinstripe, I changed the story three times and focused on non-essential elements like the logo and art style. This resulted in months of unnecessary delays.
Multitasking Overload:
As a solo developer, I had to juggle multiple roles: coder, artist, musician, storyteller, marketer, and more. This massive workload can feel impossible, especially for students, employees, or anyone with other commitments. I found myself working early mornings, through lunch breaks, and into the evenings—a surefire recipe for burnout.
Three years into developing Pinstripe, I submitted a patchwork demo to the Independent Games Festival (IGF), hoping for validation. Unfortunately, my game was rejected, and the gameplay was criticized. On top of that, I received a negative performance review at work. This low point forced me to reevaluate my approach.
Stick to a Schedule:
I created a milestone document, printed it out, and stuck it on my refrigerator. My wife co-signed it to hold me accountable. You can do the same with a friend or family member to stay on track.
Don’t Do It All Yourself:
Just because you’re a solo developer doesn’t mean you can’t utilize resources. I started leveraging tools like the Unity Asset Store, TurboSquid, and platforms like Fiverr for outsourcing. These resources can save time and improve your game's quality.
Focus on Milestones, Not Perfection:
Avoid making unnecessary changes that derail your progress. Set realistic goals and stick to them.
After my IGF rejection, I submitted Pinstripe to smaller festivals like the Whippering Cup, where I met Nathaniel Weiss, the creator of Songbringer. He introduced me to crowdfunding, which led to launching my first Kickstarter campaign.
The results were life-changing:
This success allowed me to go full-time as a developer, partner with publishers, and create additional games.
Leverage Available Tools:
Use online courses, asset stores, and templates to streamline your development. For example:
Partner with Publishers:
Collaborating with publishers like Armor Games and Serenity Forge helped ease my marketing burden and provided financial stability.
Embrace Community and Feedback:
Engaging with festivals, communities, and platforms like Kickstarter can open doors to funding and partnerships.
Yes, it’s possible to make a game solo, and it doesn’t have to be as painful as my journey was. Here’s my advice:
With the right demo and pitch deck, you can secure six-figure funding from publishers, investors, or a Kickstarter campaign. These steps can help you go full-time and finish your game strong.
If you’re interested in learning more, check out my free resources:
Click the links below and take the first step toward your indie game development journey.