On the second day of GDC, I presented Escaping the Indie Shame Spiral as part of the Indie Soapbox session at the IGS. I wanted to expand on the information I presented it in the talk and share it beyond those developers who could afford to attend GDC.
Defining the Indie Shame Spiral
When I left EA after a 4 year stint at the company I had two goals. One was to found a start-up and the other to finally build and release some of the art game concepts I had been mentally developing for years. The start-up goal was realized, but after a year and half we shuttered our doors after failing to secure funding via the venture ecosystem or Kickstarter. My indie game aspirations quickly fell by the wayside as opportunities to consult presented themselves. I have been lucky enough to build a business as a monetization design consultant and my initial savings have been largely untouched thanks to freelance work over the past two years. I have contributed to a lot of games and have traveled the world to speak at conferences on the topic of F2P design. Yet the longer I go without filling my dream of completing one of my art games, the more regret I feel.