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Forums - General Discussion - What is the life of an affluent game studio owner like?

Greeting lovely gamers.

Successful game studios make a lot of monies and so are those who own the studios.

I want to know how the lifestyles of these game studio owners look like. The only person i've read about was Markus Person when he bought a mansion in Beverly Hills after selling Mojang. I want to know more about the others too.



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spynx said:

Greeting lovely gamers.

Successful game studios make a lot of monies and so are those who own the studios.

I want to know how the lifestyles of these game studio owners look like. The only person i've read about was Markus Person when he bought a mansion in Beverly Hills after selling Mojang. I want to know more about the others too.

I think most of the big studios are owned by their shareholders, and not 1 or 2 specific people.
Not sure how it looks like for the owners of the not-so-big ones.



Hiku said:
spynx said:

Greeting lovely gamers.

Successful game studios make a lot of monies and so are those who own the studios.

I want to know how the lifestyles of these game studio owners look like. The only person i've read about was Markus Person when he bought a mansion in Beverly Hills after selling Mojang. I want to know more about the others too.

I think most of the big studios are owned by their shareholders, and not 1 or 2 specific people.
Not sure how it looks like for the owners of the not-so-big ones.

Ok.



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spynx said:
Hiku said:

I think most of the big studios are owned by their shareholders, and not 1 or 2 specific people.
Not sure how it looks like for the owners of the not-so-big ones.

Ok.

I remember that during the 1990's personal computer boom in Europe and Australia that came of the back of home computers like the C64 - Amiga 500 - Amstrad etc that lead to a golden age in European and especially British software development,seeing in game mags quite a few story focused on the development teams  quite often accompanied by pictures of exotic cars outside developers homes, I remember looking back and thinking wow some of these games have only sold between 50 and 100 thousand copies, but the difference is that 3 to 6 million in revenue even after all the various costs was unlike today quite often being split between just 2 or 3 people. one I remember was one of the guys from sensible software showing of his new lambo and while by the time of the photo they had grown to a reasonable size studio for the era, around iirc thirty people they had a series of successful games and the original members owned the studio.  



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Like most people who own a highly successful business I imagine: expensive, luxurious, and stressful.



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mjk45 said:
spynx said:

Ok.

I remember that during the 1990's personal computer boom in Europe and Australia that came of the back of home computers like the C64 - Amiga 500 - Amstrad etc that lead to a golden age in European and especially British software development,seeing in game mags quite a few story focused on the development teams  quite often accompanied by pictures of exotic cars outside developers homes, I remember looking back and thinking wow some of these games have only sold between 50 and 100 thousand copies, but the difference is that 3 to 6 million in revenue even after all the various costs was unlike today quite often being split between just 2 or 3 people. one I remember was one of the guys from sensible software showing of his new lambo and while by the time of the photo they had grown to a reasonable size studio for the era, around iirc thirty people they had a series of successful games and the original members owned the studio.  

I one read in a forum about CliffyB driving his new lambo. That was after Gears of Ward came out successfully.



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Usually when it's a single owner, it's a smaller indie studio. And I've known a number of people who have worked in indie studios across the years, from multiple countries/continents. Primarily in mobile and PC (including old platforms like Facebook). While I'm sure there are ethical owners out there, the stories that I generally hear are the bad ones, and they are all kind of the same.

If you're the owner, you hire a bunch of people, hopefully you get lucky by picking up someone with a great aptitude for management combined with expertise on the engineering side--making sure they have a relative expertise on versioning software, device knowledge, and all the other software tools necessary for game development. Shopping for design lead, QA lead, an art lead, and a director is much easier, as there are many more people with those skillsets out there. Pay them for one thing, but give them a whole lot of other tasks outside the job description - like getting your QA to do XML scripting, tell them it's job experience even though they only get minimal raises and maybe a BS promotion that's really just a title change to go along with their usual minimal raise. Then, if you're A. successful, and B. Don't get involved in some multi-million dollar lawsuit with a publisher/platform owner/engine owner, you get sell the studio to a larger publisher first chance you get, walk away with your millions.

Or at least, that would be my guess :)



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Jumpin said:

Usually when it's a single owner, it's a smaller indie studio. And I've known a number of people who have worked in indie studios across the years, from multiple countries/continents. Primarily in mobile and PC (including old platforms like Facebook). While I'm sure there are ethical owners out there, the stories that I generally hear are the bad ones, and they are all kind of the same.

If you're the owner, you hire a bunch of people, hopefully you get lucky by picking up someone with a great aptitude for management combined with expertise on the engineering side--making sure they have a relative expertise on versioning software, device knowledge, and all the other software tools necessary for game development. Shopping for design lead, QA lead, an art lead, and a director is much easier, as there are many more people with those skillsets out there. Pay them for one thing, but give them a whole lot of other tasks outside the job description - like getting your QA to do XML scripting, tell them it's job experience even though they only get minimal raises and maybe a BS promotion that's really just a title change to go along with their usual minimal raise. Then, if you're A. successful, and B. Don't get involved in some multi-million dollar lawsuit with a publisher/platform owner/engine owner, you get sell the studio to a larger publisher first chance you get, walk away with your millions.

Or at least, that would be my guess :)

This doesn't make me smile.

So those founders of studios like Respawn Entertainment only got their monies when EA bought them? So after buying them, they don't get any proceeds from their next games?



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Yeah - Computer Games are not the safest way to live the life of luxury. You release a game every three years, and the you hope the two months of sales will pay the bills for the next three years.

The best way to have a good life is to have rich parents. Use that approach whenever possible... Then you can be a computer game developer or whatever you want, and there's no downside.



OneTime said:

Yeah - Computer Games are not the safest way to live the life of luxury. You release a game every three years, and the you hope the two months of sales will pay the bills for the next three years.

The best way to have a good life is to have rich parents. Use that approach whenever possible... Then you can be a computer game developer or whatever you want, and there's no downside.

It doesn't look promising. I can imagine how the Likes of David Doak and Peter Molyneux would be like.



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