Help a 40-year-old transition into game development, or just kick back and hang out

If I had it my way, I’d have just joined people I liked and made stuff with ‘em. That’s how you get into creative things, or at least it’s how I got into creative things. It’s not the way it’s happening this time around, though. At least not yet. And on top of it, I’m in a financial bind I’m hoping to solve with this transition, which heavily implies I need to finish a playable piece, so that takes priority.

Long story short, I’m a language buff who went out of work because technology took it over. Been applying to job ads long enough to know what’s obvious: that’s going nowhere. If you want the long story, click on the doohickey, provided you prefer creative liberties over employment records.

Long story doohickey

Hi. :waving_hand: I’m 40 and I’m from a land you’ve never heard of. If you did, I still prefer to keep it to the sidelines. The internet is a place where I can be part of the world without that sort of thing, and I prefer to keep it that way. If you’re still curious: in the land I come from, if you’re a vegan, you’d be wise to ask questions before you choose to eat anything at a bakery.

There is no point in making riddles about the language you’re reading. I learned it because of cartoons and whatever games happened to be in English when I was a kid. I was doing alright by the time Dexter’s Lab came out.

I chose to learn another one to understand more things on TV. I learned that a blond singer with spiky hair had opinions about gossip. I learned that a girl, her hair dyed red, ran in and out of parallel realities with one single constant: “Will you help me?”

I lived in a country where you could see an island just across the nearby strait. When the volcano was active on the island, I typically had to sweep ash from the balcony. More importantly, there was a language school where people came from all over the globe. That atmosphere is pretty much my natural habitat. When I learned enough of that language, I stayed in the country a few more years, taking any odd job I could get my hands on, just so I could stay in that atmosphere.

The type of work varied, but I’ve always been stubborn about one simple rule: it had to involve languages in one way or another. Bartended abroad, taught languages on occasion, translated, worked as an online typist for the US entertainment industry until recently.

Creative writing happened because of MMOs, or rather the people I met there. When I saw them roleplay, I couldn’t put my finger on the feeling at first. It felt like playing pretend: you’re in a different world with different rules, someone drops you a line, you make things up on the fly to play along. But then, we started writing stories together.

It eventually evolved into all sorts of creative writing, except that it wasn’t about making things up on the fly anymore, not by a longshot. Nowadays, it’s more about observing how someone’s mind works, seeing what comes out, helping with that, taking the time to decipher signals inside my own head, and there’s always fixing the pesky issues when it all ends up on paper. I’ve kept it almost exclusively in English. All of us could indulge in it this way. No wonder it stuck for two decades.

Well, it’s 2026. You might have guessed what’s happening with my language skills. Even this very platform boasts how you can get any language translated with a click. Gone are the days of transcribing interviews, looking up everything from period pieces to the terminology of a costume designer. Tried applying to edit, proofread, translate, teach, you name it. Work is zero. Income is zero. One reply from a company. It’s been a long year.

When I glimpsed a chance to mix all of this with video games, and there were unambiguous pointers about needing a portfolio, I stopped applying. Turned to making a portfolio instead.

I realize that to get any sort of work around here, a guy needs to have a playable. The game I’m making was initially supposed to be a twerp. Around 1,000 words that said, “Hey! I can write. I can do it without getting lost in code,” and along the way, I’d have said, “I work best in a multinational environment.”

But the draft fell flat. The muse is cranky. She’s been conjuring up cover letters to no avail for the past year, and then there’s the bills crowding in. I’m working with whatever she manages to pull right now. And actually, the rest of this game’s development might be the result of that.

It’s set in the Wild West, but it leans into trippy territory. It involves conversing with disembodied voices of people.
Last I checked, the Twine game had around 10,000 words and they’re nearing their end. I counted the possible nodes to around 200 when I stopped bothering.
It has a quest journal, three states to each quest, all of which involve at least one passage with the two NPCs.
I doodled a few drawings where they needed to be.
I record music for it on a wired classical guitar. It’s humble, but it’s enough for ambience. I’m currently looking for ways to record percussion with the one microphone I have - the one wired to that guitar.
Then, of course, I needed to get all that to actually work together.

It’s fun. Still doesn’t beat climbing a volcano with people, but it does make me lose track of time. When you grind at such a thing as removing background hiss from your audio, and you suddenly notice it’s three hours later, you know you’re having fun.

Taking a throwaway idea for the story was a good choice after all. This thing actually wants to have an ending. Otherwise, who knows how long I’d be working on the same project.

The two reasons I chose to write here are inherently at odds with each other. Touching on the first one, I never did things without people involved. Friends from the language school, friends from MMOs, friends who write for the heck of it. If I wasn’t writing this for the sole purpose of putting it here, making those language riddles in the doohickey wouldn’t have crossed my mind. It’s the way I’m wired. I have yet to see what being part of a game dev community feels like, though.

To make a bridge to the second reason, I’ve been making a playable so that people could get a feel for my work. It’s the first time I’m making one, and the more I work on it, the more skills I discover sitting in the back of my noggin. Music, choices, minor mechanics, bad art skills, not to mention making it all work with Harlowe. I basically treat the process as a sandbox where I keep getting drawn into creation experiments.

It’s not finished yet, but at least it’s an idea that wants an end (well, two plus variety) and knows where it is.

The second reason: I’m screwed. I need help turning these skills into actual work. The original intention was straightforward, but I don’t have a clear view on what I’m applying for any longer. I’m probably jumping the gun without finishing the game first, but I wanted to write here anyway.

Blending these two reasons feels very awkward. The creative process never involved money. I’ll welcome all advice you may have on this, though I’d enjoy kicking back with you guys all the same.

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I don’t know whether you plan to commercialise your Harlowe work or whether that’s a calling card or a kind of portfolio for a future direction? In any case, it’s not particularly feasible to monetize a web game. Although some people are trying.

a lot of people i know are using Godot for game dev now. and before that, Unity. Many are still using Unity. Mysteriously, they all seem to have publishers at different levels depending on the scope of their games. That might be a direction, but you’ll need to make a really good demo and figure out how to make a binary version for sale on the app stores.

There are people i know who are now 100% coding their commercial games with AI. not the words or the graphics, just the code. 2D scrollers and stuff like that can easily be built like this. Although the game still needs a cool concept and a hook.

Alternatively, you might be wanting to make a few non-commercial things first. bc, whatever.

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I think… this is the wrong place to find help with that; it’s a pretty niche hobbyist community and very much outside of commercial gamedev circles. I mean, hey, welcome! But I think hardly anyone who does gamedev as a career hangs out here, so I don’t know how much help you’ll find with that.

Also, from what I can see gamedev has all the problems of the tech industry combined with all the problems of an entertainment industry, and with an estimated 45,000 people laid off over the last 4 years… I don’t know that it’s less of a long shot than translation work right now…

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I’ve been in commercial gamedev circles! For about four years total.

I absolutely could not get hired again in the game industry under its current conditions. I wouldn’t recommend any newcomer expect to make a living at it.

Now, if you want to make games and don’t expect to make a living at it, there’s a lot more scope.

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I can speak on this, as I was a former indie dev, turned writer. I made video games back in my early 20s and I’m 33 now. I stopped because making entire games alone is a lot of investment with low-turnaround. Writing is much quicker.

My games made about 5,000 dollars or so in 2 years, maybe a hundred more since then. I actually made them all free in the last year or so since nobody was buying anything anymore. Now, I write, and my primary income from is 3 dollars a month on Patreon.

I recommend part time work or contract work outside of this space if you want to try to turn this into money. Also, if you want money, you need to write things people want to read. Honestly, not a joke, you will likely need to write lewd stories if you really want to quickly make money.

I do not do that, hence the 3 dollars a month, after a year of consistently outputting content on patreon. The vast majority of people making money in writing interactive fiction are either writing smut or working through platforms like choice of games. The latter has very strict criteria you must meet to sell your work and their audience is basically sfw smut.

99% of the choice of games advertise romance as a key feature beyond anything else.

My advice then is either get lucky or get writing some dirty, dirty things.

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John Ayliff’s work is the reason I found this community. I wanted to know what he used to make his games. Spoiler Alert: SugarCube. He also swings by here every once in a while.

https://johnayliff.com/

From what I can gather, if you want to try and make money with a project, Choice Of Games has an interesting contract model. Long, dynamic stories seem to generate traction with their audience. I think these are called QBN games. CSide makes authoring these games a breeze. I would give this much consideration if writing is your strength.
Note: I think Cleril is right about the romance angle, but I believe there’s room for intriguing stories beyond smut.

https://www.choiceofgames.com/
https://forum.choiceofgames.com/t/cside-the-choicescript-ide/27622

I’m not a game developer or a writer, just a hobbyist that loves to tinker. This genre of “games” is the most accessible for novice programmers, but can easily grow in scope to beyond any one person’s abilities. It can be as easy or as complex as you want.

I think your love for language could be an interesting angle on a story. You could probably bring more credence to the topic than most authors are even capable of. There are many interesting dynamics that can happen between characters that don’t speak the same language.

Fun Fact: I really enjoyed the segment of Ultima Underworld where you had to learn the language of the lizardfolk from a mute prisoner. He would mime the lizardfolk words you repeated to him and you had to infer the exact translation. It was a cool puzzle and was very rewarding when you could actually understand the lizardfolk characters throughout the level afterward.

I wish you luck! :slight_smile:

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This year I found myself in a similar position to you. I’d been a professional in the media industry (freelance motion graphic designer) for thirty years. Two years ago, the work just dropped off a cliff. I wasn’t getting any work, my clients were laying off their permanent staff left right and centre, and LinkedIn was suddenly full of posts about how AI is “just a tool” and how we all need to “adapt” and “work smarter” to survive.

I escaped it (for now) by going back into teaching. The teaching industry in the UK is desperate for people, but it doesn’t pay very well. So now I’m teaching young people how to get into the industry that I was no longer able to earn a living in.

I too harboured dreams of writing games professionally. I’ve been writing IF as a hobby now for 25 years (have I really? Good grief!) and for most of that time I’ve written parser games. But recently I became interested in Ink and the work of Inkle Studios generally. Ink integrates well with Unity and other game development systems, so I’d advocate for learning that rather than using Twine as it’s actually used in commercial games. But your chances of earning a steady living from interactive fiction, or games writing in general, are very low. Certainly in the short term.

For me, teaching was a case of “any port in a storm”. And I don’t mind admitting that I made heavy use of AI in my application form, my cover letter and in the 20 minute microteach that landed me the job. Creative writing is my passion, but cover letters bore me to tears. Don’t be too proud to make use of the technology that is making us all redundant. It’s there and it’s free and it’s very, very good at the boring stuff. Good luck!

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To be clear, this is also true for professional writers. Romance is the biggest category seller in the book industry, and has been for decades. Not necessarily smut – explicit romance or sfw romance is an audience segment choice.

Not to say you can’t make money in other genres. You just have to stand out more, because the overall market is smaller. Or think about genre crossover; “romantasy” is a silly label for a real marketing category that readers will recognize and seek out.

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I found myself in a similar position after a career in software engineering and computer programming that spanned 35 years. My hard truth is that at my age, which is now seemingly advanced for that career, is a barrier to entry and add in now that AI has hollowed my field out. So I found myself working a part time job as a substitute teacher and building a text adventure game making system. I now count myself fortunate that I can turn my talents inward and make something for myself that I love and maybe others sometime. My tentative goal still is in making a system that lets authors make text games that can be played and sold on Itch or other Indy development systems. There are plenty of toolchains for making IF and some of them have income generation possibilities. I don’t know many of them but I’m sure others around here do. One person just published a physical book on Amazon using some of the tools I hear talked about around here.

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I have no expertise at all in this. It just seems that a few persons are able to make a bit of money with IF adjacent games, more specifically 2d point’n’click adventures with a lot of story telling. I am thinking of e.g the Kathy Rain series or games from Wadjet Eye Games. But I guess only the best can do it for a living. Not sure if this is too far from your interests…

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Should’ve said FREE / pay-whatever game. It would’ve cleared a lot of things up.

I already did some research on what you said, and I’ll address each reply tomorrow. It’s a meeting with reality, but you all went out of your way to be thoughtful about it. Thank you very much for your thoughts on this.

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Your idea is too big.

I’m not good at explaining but you could try this link: https://clintbellanger.net/toobig/advice.html

Reading this make me think you already know what the next step is.

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Should’ve said FREE / pay-whatever game. It would’ve cleared a lot of things up.

My business model is built on at least a 5 year consistent output. My primary money maker is to this day my 3 dollars a month on patreon, by one generous member of mine out of 10.

In the 1.5 years I’ve started patreon I have written over 125 poems, 23 short stories of around 1,000 words each, and worked on 4 IFs, 3 of which are complete. My first IF I released is the largest and incomplete and I am not working on it.

All that work, all that time, 3 dollary doos a month. That’s the bread I eat.

I’ve released 2 books as well in that time. I’m about to release a third. Nobody I don’t know buys my books. All the book content is just the patreon work reformatted and the books link to my patreon as well.

Do not put all your eggs in one basket. Do not work on a single project for a year. Make a variety of smaller projects, in different genres, with different tags.

I make 99% of my work entirely 100% free. You can’t even optionally choose to pay for any of it. all of my IFs on itch.io link back to my Patreon at the end and also link to my other IFs as well. All of them are 100% free.

I only paywall that last 4 short stories I have written. I write a new short story a month so essentially paying members and free members each experience a new short story every month. Everything else I write is freely available to the public, you don’t even need to be a free member.

I don’t expect to make any substantial money from Patreon until 5 years total of consistent output.

Final fun fact: I’m focusing on my etsy store to try and make money quicker. I’m not banking on my writing to live at all. And if my runway runs out before that, then I have to suffer a part time job.

TL;DR

Do not make a golden egg. Lay a lot of eggs in different baskets.

99% of my content is 100% free

After 1.5 years of consistent output I get 3 dollary doos a month (2.70 after Patreon fees) from 1 paying Patreon member out of 10. I plan to work on my Patreon for 5 years before deciding to call it or not.

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Send us a link to your Etsy store! I have one too (I design crazy festival leggings for men and women) but it’s not doing any business. In over a year I’ve sold two pairs and one of those to someone I know.

Majikthise Leggings!

I envisioned it as a small, but steady trickle of income, but you have to do a tonne of marketing to get anywhere with Etsy as the algorithm is stacked against the smaller, less established shops.

I should have added earlier that I am having to keep up my motion graphics work alongside my full-time teaching job, since teaching doesn’t pay a living wage in the UK. Many teachers work multiple jobs. Unfortunately that doesn’t leave a lot of time for writing IF!

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This is actually true. And “standing out more” can be quality (the great novel) OR quantity (regular good-enough genre-fiction that is targeted well.) When people think of “being a novelist” it’s of getting a contract with a huge publishing house and having the book that breaks out and changes the industry and is featured on talk shows and featured tables in bookshops that don’t exist anymore.

Now that self-publishing is a thing, there are writers who legitimately write “pulp fiction” - which isn’t a bad thing (non-high-market books used to be printed on low quality recycled “pulp” paper to save money because the books weren’t intended as long-lasting classics, but like periodicals rotated on dime-store racks every month) The concept of pulp fiction is the “write for a specific audience and they will read it” phenomenon. Erotica is a big genre, though that’s not the only thing. There are pulp extreme-horror writers and pulp cozy romance writers and pulp play-fair mysteries and “fantasy but with furries” genres.

Harlequin used to put out short romance novellas once a month in a series that were by whomever or even ghost-written - they weren’t meant to change the world, but to only meet the expectations of the people who like reading those stories on a regular basis. Basically most authors have a very specific type of book they like to write, and odds are there is at least a small niche of readers who want to read that same type of book. They wouldn’t randomly take a risk on a $35 hardback, but they’ll gamble on a $3.99 trade paperback with an interesting cover and interesting romance/horror/mystery concept to try out.

They’re not writing to be featured on the (nonexistent) bookstore display table, but they’re putting out a decent short book once a month that flips all the correct trope switches for that audience and selling e-books for $2. They’re not great literature, but if you love Westerns and need something quick to read on the bus you know you will like, it fits the bill and spending $1.99 isn’t a big risk even if it doesn’t exceed expectations.

Games are kind of the same. For a while jump scare walking simulators or anxiety-machines like FNAF were a thing and fodder for lots of Let’s-Players to make screaming videos, so people churned out a lot of good and bad ones. IF, and specifically text IF only, is a difficult sell - except for a company like Choice of Games - who have determined a house style and a specific market with expectations they cater their games for.

[!Tip]- My game analytics from itch
I haven’t published anything in a while, and a lot of these numbers are before the content lockdown. The search terms on games are very important. I hypothesize this isn’t just with erotica; if you write Westerns and find and market to that specific audience, you could potentially make a decent amount catering to them churning out pulp (that is hopefully decent) on a regular basis.

The standard-adventure IF types of games do decently basically as a halo effect, but our specific niche for ‘IF Adventure’ in general is much smaller than (I’m guessing) something more specifically targeted like “cozy mystery stories where the detective and characters are all actually cats”.

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All true. My latest project didn’t fit into any defined category and surprise surprise, least views, least plays. The hook is unique but it’s all hook no bait. My “best” IF was a horror scifi tagged work. My current IF I’m working on will be tagged: Horror, scifi, romance, among other things. While it isn’t featuring any romance gameplay, the main plot is sparked via romance, so I consider it a suitable tag.

I have no interest in writing romance, smut, etc. In fact my most popular story to this day was My Name is Addiction, a visual novel about porn addiction. I’m learning to find a middle ground though.

Your analytics are the proof in the pudding.

Fun fact about FNAF, that was the devs what, fifth game? Nobody knew he existed until FNAF. It’s probably his least interesting concept and has been bled to death since. If you want the quickest market, write a horror scifi fantasy porno.

Or you can write around those genres to lesser success. As long as you can justify using popular tags, you should.

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One oddly specific niche that seems to do well is milsim hard scifi. People like their futuristic space combat for some reason.

On another note, for anyone toying with employment in gaming, I highly recommend signing up for at least the free version of Narrative News by Rose Behar.

https://open.substack.com/pub/narrativenews/p/indie-game-communities-and-where?r=1wbqio&utm_campaign=post&utm_medium=email

Rose does an excellent job keeping tabs on legitimate opportunities in the industry, including hiring opportunities.

Still an uphill battle, don’t get me wrong, but highly recommended if you’re inclined to try anyway.

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