• @mojofrododojo
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    79 months ago

    In my virtual studio everyone is their own sole proprietorship contributing to the project off and on and getting compensated fairly for their contributions.

    This is one of the biggest roadblocks I see devs of all shapes run into: how did you bootstrap to the point of paying decent wages? I ask because I won’t accept free work, I won’t accept AI garbage, and I value talent and think it should be paid. But that middle part is hard, and losing 2-5 grand on failed projects hoping that they can pull their weight is literally vexing me.

    • @[email protected]
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      29 months ago

      That is a good question. I spent the first 18 months making an early access version of my title and then started making money from that and have been growing it since. I am hyper focused on the overall experience which has put my title in the top .01% of all titles in Meta’s early access store called App Lab. Been at the top for nearly 3 years now. It is easily a 10+ year project even though I am full time now. Yes…I continuously update to keep current with the tech. It has all come a long way since I began over 4 years ago.

      I am going slow too as I cannot hire people unless I make the money first. Really trying to do it organically. About to release another big update to the park (it is a highly detailed VR Theme Park) and will raise the price again. I raise the price each time I add more content while all those who already bought get all the new content for free. No in app purchases, no add ons as I wish to reward early adopters and ensure each guest’s experience is whole.

      • @[email protected]
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        29 months ago

        Mad respect for developing and managing a project of that scope on your own. Also, for keeping your integrity in this cutthroat stage of capitalism we are in.

        Your game sounds super fun. I would definitely check it out if I had an Oculus.