We're not here to judge whether this number is good or bad, but Elbert Perez, who has no less than 12 games on Windows Phone (e.g. Quadra, Impossible Shoota, Nom Nom Worm, Steam Castle, etc.), just posted how much he's brought in so far. See his site here.
Now, a few things to remember abou Perez: he's basically one guy (indie) doing all the developing, which is quite impressive and his games are all free with ad support. It was five months ago he switched from paid games at about $0.99 to making them all free with ads. So is $30k in ad money pretty good? We think it's not bad but it obviously shows that the Windows Phone platform needs to grow in order for him to continue to make and increase revenue.
In many ways for developer's, Perez's model of game development and distribution should be a source of inspiration. We recommend checking out his "Going Full Time Indie" piece on what it's like to not work for a big studio.
Daniel Rubino is the Editor-in-chief of Windows Central, head reviewer, podcast co-host, and analyst. He has been here covering Microsoft since 2007 when this site was called WMExperts (and later Windows Phone Central). His interests include Windows, Microsoft Surface, laptops, next-gen computing, and for some reason, watches. Before all this tech stuff, he worked on a Ph.D. in linguistics and ran the projectors at movie theaters, which has done absolutely nothing for his career.
Well I think it says, "don't quit your day job". At least not yet. But in a year or two, maybe.
It's actually pretty good considering the small number of users and he should be in a great position as the platform gains momentum.
Well, I have no idea what you people are talking about.If you scale that to a year, its like 72 thousand a year. That is damn good, especially considering how small the user base still is.
$72K *is* nice but understand, he has revenue coming from 12 separate games--that's a lot of development going on and he's clearly a powerhouse. I don't think most devs though will have 12 releases in 6 months, meaning the average income will be much lower.
Yes, and I am the first to admit his games are awesome. I always end up listing 2-4 of them in my top 10 games (see recent topic here).But at the same times, his games are fairly simple (though again, very well done). So, he is essentially working full time making smaller games that pay off reasonably well then taking longer time making larger games with higher risk/reward area. So, right now he is working full time making 72K a year.
enahs555, that's a great point. If usage of his apps does not increase at all he makes $72,000. If usage grows even a little bit that number quite rapidly gets much higher. This is the difference between pay up front and ad driven. With the ad driven model you get increasing revenue as you gain users and static revuse if you maintain users. With pay up front you need to keep getting new users. In the case of angry birds where they've been able to keep getting new users that kind of revenue can be quite significant, but for the more modest size applications, getting enough new people every month to give you moeny can be difficult.
Steam castle is awesome, Microsoft should hire this guy
Yes, I actually just got done playing it for about 20 minutes!I really think they should pay him to do a tutorial, using the source code of one of his games, about design and programing. I have started learning the XNA in my spare time, I just wish I had more time to spend on it. I might not like doing this for a living, but I find it really enjoyable making apps.
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