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Mary-Anne Lee · · 3 min read

Indie game dev is tough whether you’re funded or not

money in hand

Is it tougher or easier to develop a game when your team doesn’t have to worry about funds and cash flow?

In our Games in Asia Malaysia Meetup last night, all three of the indie devs speaking said that cash flow was always an issue. Worrying about funding is undoubtedly a big distraction. How can you develop a game when you have to wonder whether you can put food on the table, be it for yourself or for family?

The SUTD Game Lab, developer of Singapore’s first Playstation 4 game, One Upon Light, which launched this week, doesn’t have to be concerned with that. Backed by the Singapore University of Technology and Design its research initiative, it’s fully funded so it can focus on training, development and innovation innovative research.

However, programmer Chuah Chong Yunn explained that it’s equally challenging whether a team is funded or not. The SUTD Game Lab isn’t just tasked with game development – it’s also heavily involved in the university’s its Game Innovation Programme (GIP), a 14-week-long program it conceived and runs on a yearly basis. This program is designed to “foster the next generation of game visionaries in Singapore.”

See: SUTD’s Game Innovation Programme pairs students with industry experts

Because of the GIP, it has to do double duties for both game development and training sessions with the students involved.

Program director Teo Chor Guan added that although the team has the luxury of being funded, it’s not just money coming whenever it’s needed. She said that the team also has to bear responsibility of ensuring the game product is aligned with SUTD Game Lab’s direction. (This sentence has received additional facts to convey a more accurate portrait.)

“I think it really depends on your team,” said Justin Ng, from GattaiGames of Lurking fame. His team has been fortunate enough to have support from their families. However, Ng added:

Of course it will be good that we get paid a livable wage, but it might mean we have to be at the mercy of a suit. And we all know what suits do to creativity.

Solo indie developer Shawn Beck, who recently released the masochistic running game Velocibox, echoed this sentiment at his Meetup talk last night. He revealed that when he found himself trapped in a job that didn’t offer the creative freedom he needed, he had to quit so as to “reclaim his soul.”

See: Velocibox review: are you hardcore enough to take on this endless runner?

At last night’s Meetup, the general takeaway following its conclusion was that if you want to develop a game and aren’t sure of it being a hit – whether due to gameplay, monetization, or even publishing – do it on someone else’s dime.

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Community Writer

Mary-Anne Lee

Mary-Anne likes animals and video games.