How to survive as an indie developer for 20 years

Dan Marshall’s journey into the world of game development began at the age of 24, when he found himself grappling with a copy of C++ for Dummies. At that moment, he felt a twinge of regret, questioning why he hadn’t pursued programming earlier in life. Fast forward two decades, and Marshall has not only mastered the craft but has also spearheaded the creation of three games that have garnered over 80% review scores in PC Gamer. His career, however, has not been without its challenges, including the infamous 26% rating for his game Behold the Kickmen, which was critiqued as a “misguided attempt at parody.” Yet, through the ups and downs of an industry notorious for its volatility, Marshall remains a steadfast figure in the gaming landscape.

(Image credit: Size Five Games)

Marshall’s venture, Size Five Games, initially started as a hobby. Reflecting on those early days, he admits, “It never even crossed my mind to talk to publishers in those days, if I’m honest.” The simplicity of developing games like Ben There, Dan That! and Time Gentlemen, Please! in the comfort of his own home was liberating, as these projects came with minimal financial risk.

One of his notable creations, The Swindle, exemplifies his unique approach to game design. This platformer, infused with stealth elements, challenged players to outsmart an anti-thievery AI within a steampunk setting. Players faced a strict limit of 100 attempts, a decision that drew mixed reactions. “People fucking hated that,” Marshall recalls. The initial frustration stemmed from the game mechanics that required players to improve through upgrades, leading to a psychological barrier that affected their gameplay experience. Despite the polarized feedback, The Swindle emerged as Size Five’s most financially successful title, attracting a dedicated fanbase that produced fan art and invested countless hours into the game.

(Image credit: Size Five Games)

Marshall’s frugality has played a crucial role in sustaining Size Five, particularly during leaner times. By strategically hiring external talent for short bursts of work, he has kept overhead costs low. “Until very recently when I took on employees, it’s always been just me sitting here typing,” he explains. This approach has allowed him to navigate the unpredictable nature of the gaming industry, where many indie developers incur significant expenses by renting office space and attending costly conventions.

Reflecting on the studio’s trajectory, Marshall acknowledges that despite critical acclaim, a breakout hit has yet to materialize. His pride in Lair of the Clockwork God, a clever blend of point-and-click and platforming mechanics, is tempered by its commercial performance. “Critically, it did really well,” he notes, expressing frustration that its sales did not align with the positive reviews. He speculates that a change in protagonists might have altered its financial success, as potential players may have been deterred by its perceived connection to previous titles.

(Image credit: Size Five Games)

One of my biggest worries in life is all this comes crashing down, and I’ve got to get a real job where I’m not the boss.

Dan Marshall, Size Five Games

As he contemplates the future, Marshall admits to sleepless nights filled with anxiety about the viability of his next project. “One of my biggest worries in life is all this comes crashing down,” he confesses, revealing a vulnerability that resonates with many entrepreneurs. Yet, even in the face of uncertainty, he finds solace in the idea that his passion for game development would endure. “Even if the worst thing happened and I didn’t have any money, I would be coming home and making games in the evening and over the weekends,” he reflects, underscoring his unwavering commitment to creativity and innovation in the gaming world.

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How to survive as an indie developer for 20 years