For a different perspective on breaking into the game industry, check out the interview with John's wife and creative partner, Brenda Romero, in our Insights with a Game Designer course.Watch this course on Linked In Learning, which now features 100% of courses.In this interview, he gives advice on founding a gaming startup, from creating a business plan and finding investors to dealing with contractors and paperwork.
I already had access to three PCs and two other members of the team came with their own hardware when they joined in.John Romero is an award-winning game designer, programmer, and artist whose work spans over 150 games, including iconic games such as Wolfenstein, DOOM, and Quake.He's also a serial entrepreneur who has founded over 11 successful companies.Meanwhile, the company itself ran on three things: my savings, the crowdfunding money and a bank loan.The totality of revenue we made from the sales of the first game, Brand, was redistributed among the members of the team who worked on it. After the first year, we expanded the team and needed a new office, so we moved the business out of my apartment and used that opportunity to gear up in a more appropriate manner.I had to spend roughly ,000 over three years to get the business going until its first significant source of income.Had I been able to pay for salaries during the first three years, it would have cost me about 0,000 more.So for my 24th birthday, I went to my boss office and resigned in order to start my own business and do things my way. I hope that by using my own company as an example, more people will come to understand the realities of this industry and help them better appreciate the complexity of managing a budget.Many factors change from one company to another depending on its geographic location, business model, level of ambitions, and so on. Initial costs: That's a very basic overview of the costs to start and run a studio. Maybe you already have some computers and some software available to you, or you use open-source solutions.After two unsuccessful Kickstarter campaigns, I was on the verge of bankruptcy before signing a deal with Bandai Namco.After three years of work with no income, we finally could pay ourselves a salary.