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From Laid off to CEO: Building a Multi-Million Dollar Software Company [Progress Thread]

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02/24/24 Update #4
My mobile game project is slowly making progress. I recently achieved some major wins with user input functionality working for mobile devices and game state transitions. Most of the art is still placeholder, and the first-time opening cinematic scene is empty. The title screen is just black with two buttons to either start or resume the game, no sound effects or music. The list goes on… With a ton of work remaining, I estimate that I'm currently around 10-15% complete.

However, I'm facing a difficult decisions. I am unemployed, actively searching for, and applying for positions in the tech industry. (This is important, as not doing so could lead to potential consequences with the state.) My apartment lease is ending soon, and I'm planning to renew it for a short term of 6-7 months. After that I may make a pilgrimage and move to a new area. Maybe Phoenix or Austin. We’ll see.

It’s getting to that point where winning is necessary. I do my best work when my back is against the wall anyway. Based on my budget and planning, I’ll need to complete the game by the end of May. My unemployment benefits will end shortly after and I’ll begin to burn through my savings. I could end up being broke and homeless If I'm not careful.

Up Next:
  • More art: This includes backgrounds, time-of-day variations, and general art and animation for other game objects.
  • Game logic and event system programming: The main game loop and triggers need to be programmed.
  • Sound and music integration: Start incorporating sound effects from a sound library and explore music licensing options from the asset library I have access to. I wrote the audio manager code already. Just have to plug stuff in and hook events and sound file references.
 
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After nearly four years of service at a software company trying to go all in on the crypto gaming space, I was laid off today, right before Christmas with a weak severance package.

This turn of events has kickstarted my move to creating a multi-million dollar game company with just $5,000 of start-up capital. I'm a reflective and sentimental person, and I know that I could never live with the regret of not having taken this chance. Also, I cannot and will not go back to working for folks that do this to people!

I will be documenting this journey here, sharing my milestones and failures periodically so that you can see the process unfold. My first project will be a unique puzzle game with a captivating theme and a surprising twist. Featuring my own artwork, it will combine vibrant 2D sprites with 3D backgrounds to create a visually striking experience. I'm aiming for a 2024 release.

As the sole project owner, I will handle art, design, and programming myself, leveraging my diverse skillset. Music will be licensed, and I will hire contractors for specific tasks as needed. Generative AI will also play a role in development, assisting with code review and providing feedback.

The first steps include forming an LLC, obtaining developer tool licenses, securing trademarks, and designing a logo. I've been contemplating names for this venture for months and have narrowed it down to a few finalists. My goal is to choose a fun and memorable name that resonates with players of all ages.

Plan:
Year 1:
  • Make games that people want to play. Create a franchise that becomes a household name.
  • Survive by producing value and breaking rules. I have no choice but to win.

Year 2 - 9
  • 100+ million units sold of high quality and fun software. $1 billion annual profit. We become a direct competitor to Zynga, Rovio, King. We constantly attack and exploit their weaknesses for massive damage. We’re constantly draining their market shares.
  • We employ 200-500 talented artists, programmers and designers. We’re a small group that works well together and gets stuff done. We keep it small to remain flexible and nimble. We never bite off more than we can chew but we also do more than we think.

Year 10
  • Exit time. Entered acquisition talks with multiple large software publishers.

Thanks for reading.
I am on the same situation

I worked full-time as an Amazon seller for a clothing company. I have over 10 years of experience selling on Amazon,I used to sell my products before when competition came from China it was hard to get profits. I decided to build my career as a Marketplace specialist. I accepted an offer for $80K and they promised me that I will make more. The company was losing a lot of money the whole year TACoS was 30% and ACoS 45%. Some experts used to run their account before. I am still wondering how this agency still exists and getting clients.

First two months I was analyzing data. They had over 5000 SKU, half FBM. I completely stopped doing FBM and focused on FBA. Sales started picking up slowly with Amazon ads. I hired a good listing developer and we increased the conversion rate of our 50 top best sellers by 15%, it used to be 7%. Then I hired inventory management to do replenishment and other work with inventory.So I had more time to focus on marketing and analytics. I built the whole ecommerce department because there are a lot of ways to grow.

I used my programming skills. I do coding on the side because I love it, it keeps my brain in good shape. I got Amazon Ads API to build and optimize existing campaigns faster. I build 10000 new campaigns with different strategies. One of my tricks for some campaigns I used “of” words: example “of shirt”, “of clothing women” all broad which bring A LOT OF traffic. Everything was perfect. After two months I started optimization for new campaigns and another month hit 15% ACoS and average TACoS was 8% some days we had 4%. We finally increased sales up to 200% and did $5M in revenue.

Everything was working as a clock, and one beautiful day, not beautiful anymore, the CEO told me that they don’t need my work anymore, you did a good job, fixed our company and you can go. I didn't understand, I built the whole system and trained new people. I heard they hired a guy from their community and things went bad again.

I started my agency and now I am Amazon Ads Verified Partner. My service lists are Amazon ads, Google ads, Facebook ads and building custom software for marketplace sellers.
 
03/16/24 Update #5
Still unemployed, so I'm cranking away on this game while I have the time. A recruiter from a well-known Silicon Valley corporation contacted me, but they ghosted me after the initial interview, even though it went well. To buy myself some time, I also renewed my lease for 3 months. However, unemployment benefits will end soon, and I'll start burning through my savings account. At times, I struggle with anxiety. My application tools are open on my computer, but I find myself staring at their interfaces without taking action. I'm getting much better at tuning out that anxiety now, though.

I've completed the 2D backgrounds for my levels. I had to update them to fit the iPad since they weren't displaying properly on those devices. I've also created two new characters for the game, and I've completed a few animations for both of them. Since this is more of a puzzle-style game, they'll primarily serve as visual indicators. It feels great to have created intellectual property that I own. Sometimes, I surprise myself with what I can accomplish, even though I'm not an expert in art or coding. I'm about intermediate in both, but that's where AI comes in.

Gemini and ChatGPT4 have been crucial to building this game. It's literally like having a free programmer and mentor at my side at an insanely low cost (0.60 cents a day). I write code, submit it into the prompt, and ask questions. It provides feedback and edits, mostly competently, though not perfectly. However, its accuracy is often scary. As most already know, this is changing and will continue to change the world. It's helping me with the code for the game's rule logic.

LookatChatGPTGo.gif
ChatGPT4 editing my code with ease. Look at it go.

So I have a milestone to report. I got the game running on Android after some trouble. The game transitions smoothly from the temporary company splash screen, to the title screen, and then into the game itself when the user taps the "New Game" button. Touch controls also work within the actual playable game. Holding the game phone in my hand and seeing my art rendered within the game is a wonderful feeling.

IMG_4382.jpg
Game compiled into an Android package and running on a Samsung Galaxy S23.
Will remove the Unity splash on release. It will go straight to my company name.


Up Next:
  • Continue working on main game logic and event handling.
 
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03/16/24 Update #5
Still unemployed, so I'm cranking away on this game while I have the time. A recruiter from a well-known Silicon Valley corporation contacted me, but they ghosted me after the initial interview, even though it went well. To buy myself some time, I also renewed my lease for 3 months. However, unemployment benefits will end soon, and I'll start burning through my savings account. At times, I struggle with anxiety. My application tools are open on my computer, but I find myself staring at their interfaces without taking action. I'm getting much better at tuning out that anxiety now, though.

I've completed the 2D backgrounds for my levels. I had to update them to fit the iPad since they weren't displaying properly on those devices. I've also created two new characters for the game, and I've completed a few animations for both of them. Since this is more of a puzzle-style game, they'll primarily serve as visual indicators. It feels great to have created intellectual property that I own. Sometimes, I surprise myself with what I can accomplish, even though I'm not an expert in art or coding. I'm about intermediate in both, but that's where AI comes in.

Gemini and ChatGPT4 have been crucial to building this game. It's literally like having a free programmer and mentor at my side at an insanely low cost (0.60 cents a day). I write code, submit it into the prompt, and ask questions. It provides feedback and edits, mostly competently, though not perfectly. However, its accuracy is often scary. As most already know, this is changing and will continue to change the world. It's helping me with the code for the game's rule logic.

View attachment 54755
ChatGPT4 editing my code with ease. Look at it go.

So I have a milestone to report. I got the game running on Android after some trouble. The game transitions smoothly from the temporary company splash screen, to the title screen, and then into the game itself when the user taps the "New Game" button. Touch controls also work within the actual playable game. Holding the game phone in my hand and seeing my art rendered within the game is a wonderful feeling.

View attachment 54756
Game compiled into an Android package and running on a Samsung Galaxy S23.
Will remove the Unity splash on release. It will go straight to my company name.


Up Next:
  • Continue working on main game logic and event handling.
Thanks for the update.
 
From a software engineer to another, I wanted to drop by to give advice that I hope is helpful.

Focus on the core (game play) instead of peripheral aspects like artwork and sound.

If I'm to build a plane, I need to first build the engine/propeller. Get it to fly even for a few feet, then iterate on the flight. Ultimately, get it to land. Then I will focus on building seats, lavatories, overhead bins, etc.

With your game, it sounds like you already have the engine. Now let's focus on the game play (flight). Don't worry about physics or animations, work on raw game play spawned from the idea in your head. Then, work on the terminal state (landing) of the game. What does it look and feel like, for your customer to reach the end?

That's it. If you have prototype it's easier to know if you're on the right track and if it's something your customer wants. You're not in the business to sell background artwork or sound effects, it's game play. Focus on the core first and the fun parts (polishing) will come.
 
From a software engineer to another, I wanted to drop by to give advice that I hope is helpful.

Focus on the core (game play) instead of peripheral aspects like artwork and sound.

If I'm to build a plane, I need to first build the engine/propeller. Get it to fly even for a few feet, then iterate on the flight. Ultimately, get it to land. Then I will focus on building seats, lavatories, overhead bins, etc.

With your game, it sounds like you already have the engine. Now let's focus on the game play (flight). Don't worry about physics or animations, work on raw game play spawned from the idea in your head. Then, work on the terminal state (landing) of the game. What does it look and feel like, for your customer to reach the end?

That's it. If you have prototype it's easier to know if you're on the right track and if it's something your customer wants. You're not in the business to sell background artwork or sound effects, it's game play. Focus on the core first and the fun parts (polishing) will come.

Bad analogy considering you need seats to fly a plane. Anyhow, I do know that. Since I'm also the principal artist as well as the programmer and designer, sometimes I'd rather draw and animate then code. If I'm not in a mental place to code I don't do it. Also, I do not finalize artwork until the end. (For example my first time user cinematic is not even in. It's a green screen.) Doing this at times also gives me ideas when I go to write code later.
 
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Bad analogy considering you need seats to fly a plane. Anyhow, I do know that. Since I'm also the principal artist as well as the programmer and designer, sometimes I'd rather draw and animate then code. If I'm not in a mental place to code I don't do it. Also, I do not finalize artwork until the end. It also gives me ideas when I go to add more to core game logic.
All the best to you man :thumbsup:

It's a wild job market right now in our industry.
 
04/10/24 Update #6
This update has two sections.

1. I’ve made huge progress on my game. The core logic is mostly complete. ChatGPT was so amazing with assistance and helping me get over some technical hurdles. After much back and forth and code editing, I was able to create some great algorithms for my game which does everything from sorting and placing objects in unique shapes without overlapping. It’s a monster 295 line .cs file with 6 algorithms, in the form of class methods. I can invoke them and they produce a chain reaction with desired output for the game screen.

The game design is very modular for getting levels built. I can pass inputs programmatically and have levels be created with a configuration of my choosing. The code is written in a way that each level adheres to rules but every level is dynamic. For example you can play level 1 over and over and it will be different each time. The game will have over 180 levels that operate this way. All this would have taken forever by myself. If you have a solid intermediate foundation of coding experience, ChatGPT makes you an expert because you have the software design principles AND you know what to properly prompt it. I can’t imagine what it does for already expert coders.

I’ve also created a bunch of new art for the game. The player now has health that displays and it’s fully functional. The title screen minus the logo is fully complete along with the backgrounds for the levels which are reused throughout. A music composer has been hired to work on the soundtrack. This individual is very talented and all I’m doing is guiding them on how the music should be structured for a mobile puzzle game like this. Overall, I'd say the game was 25% complete on my last post, then it's about 40%+ now.

2. I was contacted in March by a recruiter from a well-beloved software company and they wanted me to interview. I actually couldn’t believe it. So far I’ve passed multiple stages of interviews. I’m now in a weird position. Since I’m unemployed and it’s ending soon, I need a job. This one pays very well and more than my previous one. This leaves me at a fork in the road. Go all in and continue working on my game or go back to the 9 to 5 matrix. I may have to go back because I fear the possible event of my game not doing well and still remain unemployed. This company also has a policy where you can't develop and sell products for others while employed. If I don’t pass the final interviews then it would be business as usual and I can continue building my product and carry out the company formation.


Screenshot 2024-04-10 145414.png
*Those who have seen the Matrix movie will understand this photo...
 
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This company also has a policy where you can't develop and sell products for others while employed. If I don’t pass the final interviews then it would be business as usual and I can continue building my product and carry out the company formation.
Can you negotiate that?

Sure they have a policy. But if they like you and extend a job offer, would you be able to say, "Hey can we modify this clause so that I can continue to work on the side on my own private passion project that I might want to sell one day?"

Congrats on the development progress and on the promising interview!
 
Can you negotiate that?

Sure they have a policy. But if they like you and extend a job offer, would you be able to say, "Hey can we modify this clause so that I can continue to work on the side on my own private passion project that I might want to sell one day?"

Congrats on the development progress and on the promising interview!
I've been able to do this at each company I've worked at with no problem. Even "big" tech. Worth a shot.
 
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05/01/24 Update #7
Life Update:
I have a few final interviews confirmed. Income is definitely needed right now. I just paid $2700 for rent, parking space, and water alone (also have to pay for power, school loans, and mobile phone). I'm pulling money from savings since unemployment doesn't cover all my bills and the benefit ends in about 7 weeks. Even so, I'm still heads down with developing my game. In my mind, I'm not really counting on anything, and I want to release this and see how the market reacts.

Product Update:
I’ve reached the Pre-Alpha state.

The Final Milestones of Software Development:
Pre-Alpha > Alpha > Beta > Release

Development is moving very smoothly. The player can now play normally and transition properly from level to level without using debug mode. This is important because, from a user's perspective, you're able to start getting a solid experience of gameplay. This is when a game becomes a game, for lack of a better description.

The product is now around 55% complete, with around 2,000 lines of code spread across 23 files. The algorithm I mentioned in my previous post is 490 lines alone, but it is oh so flexible and powerful. I'm aiming for a beta release by June 1st and a full release around July of this year.

I still have a bunch of art and animations to create but most of the heavy lifting is done. After I get a bunch of new art in and continue programming object behavior, I can enter the early polish phase and then testing/bug fixing. Then I’ll be at Alpha stage. Overall I’m very pleased with how it's turning out and will post more updates when I have them.
Debug.png
*The new debug mode and compiled game code running on an actual device.
 
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05/01/24 Update #7
Life Update:
I have a few final interviews confirmed. Income is definitely needed right now. I just paid $2700 for rent, parking space, and water alone (also have to pay for power, school loans, and mobile phone). I'm pulling money from savings since unemployment doesn't cover all my bills and the benefit ends in about 7 weeks. Even so, I'm still heads down with developing my game. In my mind, I'm not really counting on anything, and I want to release this and see how the market reacts.

Product Update:
I’ve reached the Pre-Alpha state.

The Final Milestones of Software Development:
Pre-Alpha > Alpha > Beta > Release

Development is moving very smoothly. The player can now play normally and transition properly from level to level without using debug mode. This is important because, from a user's perspective, you're able to start getting a solid experience of gameplay. This is when a game becomes a game, for lack of a better description.

The product is now around 55% complete, with around 2,000 lines of code spread across 23 files. The algorithm I mentioned in my previous post is 490 lines alone, but it is oh so flexible and powerful. I'm aiming for a beta release by June 1st and a full release around July of this year.

I still have a bunch of art and animations to create but most of the heavy lifting is done. After I get a bunch of new art in and continue programming object behavior, I can enter the early polish phase and then testing/bug fixing. Then I’ll be at Alpha stage. Overall I’m very pleased with how it's turning out and will post more updates when I have them.

*The new debug mode and compiled game code running on an actual device.
Update didn't get the job after 3rd round of interviews. Good thing I never counted on it and still continue to work on my project. Although, I do need money to survive and not having an income will be a problem.

Charging forward on entrepreneurship...
 
Bad analogy considering you need seats to fly a plane. Anyhow, I do know that. Since I'm also the principal artist as well as the programmer and designer, sometimes I'd rather draw and animate then code. If I'm not in a mental place to code I don't do it. Also, I do not finalize artwork until the end. (For example my first time user cinematic is not even in. It's a green screen.) Doing this at times also gives me ideas when I go to write code later.
From a third software engineer reading this post, I sincerely hope you get the analogy.

On another note, have you had anyone interested in the game?
 
06/05/24 Update #8

I’m in the process of moving to my girlfriend's place to save money or I will be homeless with the $2,000 rent my apartment moved to. She is always willing to help because I never ask. I would probably be screwed without her. I’ve been looking for a job but haven’t found one and unemployment benefits are ending in a couple weeks. Had a couple failed interviews. This job market for the tech industry is terrible, specifically in the games sector.

I’m still in the thick of the development process for my game app. I estimate that I’m around 68-70% complete now. It’s great seeing things come together. I recently worked on a short cinematic sequence and my composer is now working on music for that scene. All the other music is completed. In a couple weeks I’ll be getting accounts approved so that friends and family can start playtesting. The core gameplay loop is done and from now on it's just polish and add more art after the playtests.

My Limited Liability Company is now officially formed. The business license will come a little later. I’m in the position where I can easily dissolve the LLC if I want to. When I’m around 90% or so complete I’ll acquire EIN from the IRS and use that to set up the bank account. After that I’ll have what I need to enter the Google and Apple Developer programs and pay the fees. I’ve been researching how to monetize the game. I’ll be able to charge for the app, use in-game ads, and create IAP amongst other things to obtain revenue. I have planned for IAP since the beginning though.

I won’t lie, over the past few months a portion of my motivation is fueled by pure old fashioned payback. If my game releases and I manage to pull at least a few pairs of eyeballs away from other applications made by companies that have done their employees dirty in the past year, I would be happy. They are user acquisition and retention whores after all and I don't have their overhead costs. A bunch of other indie game studios have been formed as this fiasco continues as well.
 
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Do you have a newsletter/YT channel to post updates about your game in gaming forums? You should be selling and getting feedback from customers ASAP! I thought that's what the Stardew Valley guy did.

I can't imagine a worse nightmare than spending years on this game and finding out nobody is willing to pay for it. Actually, worse would be building a game that has $10m+ potential but you didn't build an audience so you made $0 instead.
 
06/05/24 Update #8

I’m in the process of moving to my girlfriend's place to save money or I will be homeless with the $2,000 rent my apartment moved to. She is always willing to help because I never ask. I would probably be screwed without her. I’ve been looking for a job but haven’t found one and unemployment benefits are ending in a couple weeks. Had a couple failed interviews. This job market for the tech industry is terrible, specifically in the games sector.

I’m still in the thick of the development process for my game app. I estimate that I’m around 68-70% complete now. It’s great seeing things come together. I recently worked on a short cinematic sequence and my composer is now working on music for that scene. All the other music is completed. In a couple weeks I’ll be getting accounts approved so that friends and family can start playtesting. The core gameplay loop is done and from now on it's just polish and add more art after the playtests.

My Limited Liability Company is now officially formed. The business license will come a little later. I’m in the position where I can easily dissolve the LLC if I want to. When I’m around 90% or so complete I’ll acquire EIN from the IRS and use that to set up the bank account. After that I’ll have what I need to enter the Google and Apple Developer programs and pay the fees. I’ve been researching how to monetize the game. I’ll be able to charge for the app, use in-game ads, and create IAP amongst other things to obtain revenue. I have planned for IAP since the beginning though.

I won’t lie, over the past few months a portion of my motivation is fueled by pure old fashioned payback. If my game releases and I manage to pull at least a few pairs of eyeballs away from other applications made by companies that have done their employees dirty in the past year, I would be happy. They are user acquisition and retention whores after all and I don't have their overhead costs. A bunch of other indie game studios have been formed as this fiasco continues as well.
Good job. Consistency is key. Keep it up bro!
 
07/08/24 Update #9

“Spend each day getting a little wiser than you were when you woke up. Discharge your duties faithfully and well. Step by step you get ahead, but not necessarily in fast spurts.”
- Charlie Munger

Big Move and Development Progress

In late June, I had a big move that slowed development down a bit. I was busy handling everything and moving in with my girlfriend, who lives 200 miles away. The good news is, I now have an even quieter and better space to work on my projects. My unemployment has been officially exhausted so I have no income but fortunately I don't have to pay rent for now. I never got a job even after having a few interviews. (I just got a rejection e-mail this morning from Nvidia) That's now all behind me now. I'm now an entrepreneur.

The game is currently around 75% complete. A significant amount of coding and design tasks are finished. My composer has also completed all the music, and it's integrated into the game. It's definitely in a very playable state.

Business Stuff: LLC, EIN, and Getting Ready to Launch

As I mentioned before, the LLC is officially formed. I also purchased the domain and set up email for business contacts and work-related communication. The EIN from the IRS is secured, and the business license application with the state is in process (it typically takes 10-12 days). My business bank account is also being opened, though they required the EIN first, so good thing I got that step out of the way.

Distributing the App for Playtesting

With the EIN in hand, I can now apply to the Google Play, Apple App Store, and Steam developer programs. This will allow me to distribute the app for better playtesting and gather valuable feedback from groups of people. My release window is slipping but it's not a rush now since I have no rent to pay or other crazy expenses. I'm now shooting for September/October.

Since iOS is a closed platform, you can't just distribute app packages like you can on Android. Once I'm in the developer program, I can leverage TestFlight on iOS for distribution. iOS is my primary target platform because, based on my experience working in games professionally over the years, the majority of sales tend to come from there. While I'll likely explore ads for revenue on Android, iOS is the current focus. It’s almost shockingly 70/30 between the platforms.

That's all for now. I'll probably have another update in a few weeks.
 
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08/01/24 Update #10

Project Completion: ~80%

Company formation is complete. I have the licenses and certificates from the local Secretary of State's Office to operate. All administrative tasks are completed for now. The process was fairly straightforward with a lot of registering and waiting. It was sort of a domino event and everything cascaded in a way that allowed me to complete the next task. Overall it was a huge learning experience for me.

My business meets most of the “C.E.N.T.S.” commandments, specifically C, E, T, and S. I will release a beta build to friends and family for testing, but ultimately the market will decide the “N” aspect, because the need is there but its entertainment so actually more of a "want", but like MJ essentially said in Fastlane, if you can change emotions and entertain that is also part of it. The Control Commandment has some weakness although I own all the intellectual property I’ve recently created, my characters and everything. The distribution aspect of it may be problematic (as you’ll see below), but there are multiple avenues to diversify. A home run that would be great, but this my first at-bat as a developer and self-publisher. I have a 20+ point list of ideas for other games I want to develop.

I’ve also started building a feature into gameplay that will allow for in-app purchases and recurring revenue. They would not be required to progress and ace the game because I want to steer clear of a “pay-to-win” type of scenario.

There is one simple fact about games, most people will always want to play a game of some sort to pass time. Whether it was a caveman with a stick and rocks, games were made. From Statista: In 2024, the Video Games market is projected to reach a revenue of US$282.30 billion. It is expected to grow at an annual rate of 8.76% between 2024 and 2027, resulting in a projected market volume of US $363.20 billion by 2027.

Below is the process in mostly the correct order I remember. I may have missed something. I also listed some issues I encountered. This all took about 3-4 weeks.

1. Created a Github repository for code and assets and started developing while looking for a job. This was done months before actually getting a business license.
2.Hired Registered Agent for the new business.
3.Registered business structure type with my state with RA.
  • The Limited Liability Company (LLC) in my case. It took 3 days to be approved. Business still isn’t operable at this point. The cost was $125 and then another $10 to amend it because of an error.
4. Purchased a web domain and created email with my .com after researching and checking availability on USPTO (US Patent and Trademark Office). I just checked for the future but didn’t apply for one.
  • To enter the developer programs I wanted, your company must own and have a domain linked to your business before you'll be allowed to be approved. In my case Google and Apple needed multiple verifications to prove I was now a real business entity.
5. Applied for EIN with the IRS which is basically your company’s identifier.
  • This was necessary to create a business bank account at my local credit union I do business with. I was able to get it in 10 minutes.
6. Registered with my state's Department of Revenue for a Business License. This took close to 2 weeks to be approved. The cost was $200.
7. Created a Google Workspace account and hooked it up to my domain for easy e-mail and integration with future developer and payment accounts.
8. Applied for a business bank account with my local trusted credit union.
  • This was necessary for Apple and Google developer program merchant accounts. You have to have that fully set up before you can enter developer programs and it also caused a problem which I mention below. It took around 10 days.
9. Applied for a D-U-N-S number. These numbers are assigned by Dun & Bradstreet. It can take up to 30 days, but I called and it was completed and emailed to me in 5 days. They try to convince you to pay $250 to “get it faster”, but avoid that. I got my number in about 3 days.
  • The D-U-N-S number required for Google and Apple. My account was denied for a short time with: “Your developer account is not compliant with one or more of our Developer Program Policies” before it got resolved. This was because even though the number was given to me, it wasn’t “active” in their system yet. It took an additional day or so after being approved for the system to recognize my business.
10. Entered developer programs. I entered into the main ones but there are multiple others I can enter as I scale. The cost was $50 and $100. Apple renews at $100 a year.
11. Apple stopped my application process mid way because my contact page was not set up.
  • They sent an email and a way for me to get in contact with them easily via phone and it was a US based customer service agent for the Developer Program. I quickly resolved it and got an email within 30 minutes. The opposite of what happened with Google.
12. Google approved my application and identity. A few days later Google threatens to kick me off. I hadn't even done anything with my account yet. They had just approved and verified me...
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I had an email conversation back and forth with what appeared to be an automated system. I had to keep proving my identity and company address. I eventually contacted Google Support which appeared to be in India with a whacky 12am PST to 8am availability. Also, getting the number was quite difficult because it's buried. It’s almost as if they don’t want you to contact them. After about 5 business days, the issue (which wasn’t my fault) was eventually resolved. I have PTSD now, I’m always checking the policy and compliance status page daily now. Problem solved.

Money invested so far: I have spent around $600 out of pocket for all the administrative stuff. It doesn’t include the initial capital I deposited into the business bank account.

My game running on iOS and Android now. I still have lots to learn and the journey continues.
 
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10/09/24 Update #11

Project Completion: 95%

10,822 lines of source code written across 28 .cs files
300 Sprites (Including UI elements)
80 Animations

The new company is fully up and running, with me as the sole employee. I even filed taxes for its first quarter, though fortunately, it was very easy since I had no revenue.

I spent the last seven weeks finishing features in my game application and getting it to a point where I can start testing and gathering feedback. I found myself slipping into a feature creep phase, even though I had my MVP. It was hard to stop, especially since I’m the sole developer and CEO, with no one to tell me to hold off. I kept saying, "just one more thing," and then ended up spending hours on a new feature.

I submitted a build to Apple TestFlight and Google Play. I encountered a problem with the Google build, as it kept failing and took about six hours before it successfully compiled. I endured and won. The Apple build had a couple of compile failures, but they were resolved fairly quickly after I searched Google and YouTube for answers. Research. Learn. Solve.

Both builds were approved, and the beta testing is now up and running. I’m even receiving my first set of feedback, which is awesome. People are pointing out things I couldn’t see because, after spending hundreds of hours on the product, you become too familiar with it. You need fresh eyes to get opinions and confirm if you're on the right track. If you’ve worked on entertainment software like I have, you know issues can be hidden in plain sight. One piece of feedback said, "the game is fun," which was great to hear. I’ve begun fixing the issues they’ve found and adding small updates that won’t break the game. A former coworker texted me this: "Dang, you really do have all the skills." after showing him images of my sketches done in Photoshop.

I was going to hire an artist to create some key art, but I ended up doing it myself. After about 20 hours in Photoshop, I now have a super high-res 4800x7000 marketing piece. It turned out very well, even though I didn’t really know how to do it at first. Once again, I just researched, learned, and solved.

It’s amazing that I’ve gotten this far. I went from being an action faker, just viewing posts on this forum, to taking real action. My former job laying me off and not being able to find work was also a kick in the pants. I doubt I’ll become a millionaire in the next few months, but I’ll know the process. I’m already researching and working on a prototype for my next game title. I’m not resting until I choke a success out of this thing. I will not be denied.

Plan for the next couple weeks:
  • Continue gathering feedback and fix bugs.
  • Submit to app stores for distribution.
  • Begin a small marketing campaign.
  • Sign up for more distribution from places like Steam. I can easily port this casual game to Windows with a few design changes.
  • Talk to my lawyer who specializes in trademarks.
  • Continue learning.
 
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11/07/24 Update #12

Project Completion: 98%

Things are gradually moving along smoothly. I’ve gathered all feedback from testing, fixed bugs, and implemented a few lightweight suggestions that wouldn’t break my builds. I’ve racked up over 500 hours playing during development and final testing. Honestly, I’m a bit tired of my own game at this point.

I signed up for the Steam Developer Program to prepare for a future release on that platform. Right now, though, the primary focus is on the two main mobile platforms. My account was approved after a few minor hiccups with the application, as it was initially rejected. Fortunately, it was resolved and approved in two days.

My game has a trademark application in progress, and I worked with a great lawyer who provided helpful feedback to get it done. The name is catchy and mostly original. The only reference found in investigations was a 1947 cartoon episode with the same name, but it’s likely to be approved because the trademark classes are entirely different, and there were no video games back then.

I made one big mistake. I wanted to improve my business website, so I decided to use Fiverr because I was too busy to do it myself. Unfortunately, what I received was a poor-quality WordPress template with features I didn’t request. (I think MJ mentioned something similar in one of his books.) The person lacked attention to detail, was slow to respond, and even sent a message asking me not to leave negative feedback. It was a disaster, so I ended up updating the website myself. After checking the website's IP logs, I suspect this individual wasn’t who they claimed to be or from the country listed on their account. I should have done more research.

Finally, onto the biggest milestone. I submitted the final builds of my game to both Google Play and the Apple App Store. Some good news: the game has been approved on the Apple App Store and is ready for release. I’m just waiting on Google, which has been problematic, as I mentioned previously. Man…they kind of suck as a company. That’s the conclusion I’m coming to after dealing with this as a business owner. Working with Apple has been a pleasure, not kidding.

Today, I’m working on marketing material and have already created a lot of high-res key art and two video trailers. That part was fun, given my degree in film and the editing work I did in college.

I’ll post again once the game goes live and marketing is underway.

Plan for the next month or so:
  • Marketing
  • Release Game and solve any post-launch issues.
 
11/07/24 Update #13 - Small Update

- Game is live on the Apple App Store and still "In Review" for Google Play. Google experience has been nothing but a terrible experience. Ran some ads and got a bunch of impressions but zero downloads. Total Revenue: $5.98 and it came from people I know...

I'm going to need to re-evaluate my approach.
 
That is why the machinistguy said you should test the market ASAP. Because ultimately, the market decides if they need that product/game or not. I have also failed with products that in my mind were so necessary, that I could not even accept that maybe the market thinks the products are crap. When I saw the products, it was like my mind only saw the positive aspects and I was seeing myself selling hundreds of them. Guess what is in my balcony, boxes of products that now even I think that they are crap.

This is why I think the "N" from cents needs to be looked at first.

Anyway, this process gave you a lot of skills. Wish you luck to make money with this project! Stay strong.
 
I’ve been there. Product on App Store with sales only from family members.
I think you still have a chance though. Contact YouTubers who review apps and get them to play it. Views = exposure = $$$SALES$$$
 
I know I’ve commented before, but I’m not here to revisit that.

As engineers, we are cursed with a builder’s mindset. @EmotionEngine, I understand you because I’ve been where you are. I had the same drive, the same push, the same passion to build and pour everything into it. I’m not here to criticize. I’m here because I see myself in you, and I want to help you move forward. I’ve followed your progress. What you say and do in your updates mirrors my past.

As I grew in my career building web applications, I started to see my place in the business. I realized I was last in the fulfillment chain. Leadership sets the direction. Management gathers the people. Product creates the blueprint. Engineers build the vision. It was humbling to understand where I stood.

A book that changed my thinking about business is The E-Myth by Michael Gerber. It explains how a business has three roles: The Entrepreneur, The Manager, and The Technician. Most small businesses aren’t started by entrepreneurs. They’re started by technicians who want independence. That’s why most small businesses fail. It took me time to shift from the Technician mindset to the Entrepreneur mindset.

Over a year ago, I left software engineering to run a medical business. I applied what I’d learned in ten years as an engineer to avoid the Technician’s mistakes. I succeeded, earning over $500,000 in revenue in my first year.

As a full-stack developer, I’ve worked across the stack: databases, frontend (Angular, React), backend (Node, Java), infrastructure (AWS, Terraform), and architecture (event-driven, event sourcing). So, what did I do for my business website? WordPress with the Elementor plugin on AWS Lightsail. It took ten years in software to know better than to roll my own. That setup got my site live in four hours. The lesson? I prioritized the needs of the business over my instincts as a builder.

I’m rooting for you. Your updates show you have the ability and the willingness to learn, adjust, and adapt. Keep going. Success, for you, is just a matter of time.
 
12/30/24 Update #14

Project Completion: 96% (PC Version)

Work on the PC version started two weeks ago. I’m adding features that are not present in the mobile version and making gameplay changes to fit the PC game platform. I also made some in-game UI changes and updated the logo, etc., for this edition. Gameplay hasn’t been altered too much since the feedback I received indicates it’s fun. I’ll continue hammering out bugs, as I just fixed one where the game displayed a negative integer where none should ever appear.

I signed up for the Steam Developer Program months ago, so I began my submission to create the store page for wishlisting. I’ll be promoting the game via ads and gauging whether I get decent wishlist counts. In the meantime, I’ll be polishing and balancing the game.

Since there aren’t any major changes, I’ll begin writing a design document for the next game. My approach for the next game will be totally different. I’ll create a quick prototype for Kickstarter and let the market decide. If I get good interest, I’ll begin full development. I’ll repeat that process with game ideas until one resonates with gamers. I have a list of about 30 game ideas.

I expect 2025 to be an interesting year.
 
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After nearly four years of service at a software company trying to go all in on the crypto gaming space, I was laid off today, right before Christmas with a weak severance package.

This turn of events has kickstarted my move to creating a multi-million dollar game company with just $5,000 of start-up capital. I'm a reflective and sentimental person, and I know that I could never live with the regret of not having taken this chance. Also, I cannot and will not go back to working for folks that do this to people!

I will be documenting this journey here, sharing my milestones and failures periodically so that you can see the process unfold. My first project will be a unique puzzle game with a captivating theme and a surprising twist. Featuring my own artwork, it will combine vibrant 2D sprites with 3D backgrounds to create a visually striking experience. I'm aiming for a 2024 release.

As the sole project owner, I will handle art, design, and programming myself, leveraging my diverse skillset. Music will be licensed, and I will hire contractors for specific tasks as needed. Generative AI will also play a role in development, assisting with code review and providing feedback.

The first steps include forming an LLC, obtaining developer tool licenses, securing trademarks, and designing a logo. I've been contemplating names for this venture for months and have narrowed it down to a few finalists. My goal is to choose a fun and memorable name that resonates with players of all ages.

Plan:
Year 1:
  • Make games that people want to play. Create a franchise that becomes a household name.
  • Survive by producing value and breaking rules. I have no choice but to win.

Year 2 - 9
  • 100+ million units sold of high quality and fun software. $1 billion annual profit. We become a direct competitor to Zynga, Rovio, King. We constantly attack and exploit their weaknesses for massive damage. We’re constantly draining their market shares.
  • We employ 200-500 talented artists, programmers and designers. We’re a small group that works well together and gets stuff done. We keep it small to remain flexible and nimble. We never bite off more than we can chew but we also do more than we think.

Year 10
  • Exit time. Entered acquisition talks with multiple large software publishers.

Thanks for reading.
Love how big this dream is. All that's left is the execution. Go get it brother.

Also, sorry about the lay off. This might just be a blessing in disguise
 
12/30/24 Update #14

Project Completion: 96% (PC Version)

Work on the PC version started two weeks ago. I’m adding features that are not present in the mobile version and making gameplay changes to fit the PC game platform. I also made some in-game UI changes and updated the logo, etc., for this edition. Gameplay hasn’t been altered too much since the feedback I received indicates it’s fun. I’ll continue hammering out bugs, as I just fixed one where the game displayed a negative integer where none should ever appear.

I signed up for the Steam Developer Program months ago, so I began my submission to create the store page for wishlisting. I’ll be promoting the game via ads and gauging whether I get decent wishlist counts. In the meantime, I’ll be polishing and balancing the game.

Since there aren’t any major changes, I’ll begin writing a design document for the next game. My approach for the next game will be totally different. I’ll create a quick prototype for Kickstarter and let the market decide. If I get good interest, I’ll begin full development. I’ll repeat that process with game ideas until one resonates with gamers. I have a list of about 30 game ideas.

I expect 2025 to be an interesting year.
You should focus energy on testing the 1st game instead of pursuing new ideas...

If it's not accepted, then you move on. At least, is my opinion. Tried using the same rationale as @cYn

 

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