@dragonfi I'm mostly working with web technologies, namely React and my own 2D canvas library for games :)
But I've tried Godot recently for a jam and I really liked it, so I may work on a game with Godot at some point.
And thanks!
@dragonfi I'm mostly working with web technologies, namely React and my own 2D canvas library for games :)
But I've tried Godot recently for a jam and I really liked it, so I may work on a game with Godot at some point.
And thanks!
@dragonfi Yep! Indeed :)
@dragonfi Yep, I understand. A few years back that's what you'd have with game engines. Now it seems a bit easier on that point.
I don't use any game engine so I don't have this issue (but I have some others π)
@dragonfi
And to conclude, because I didn't have enough place to write: by increasing revenues, the percentage would stay about the same :)
@dragonfi Hi!
Most of the costs are proportional to the revenue. If I had very low revenues on the company, taxes would be a bit lower (we probably could go from 45%ish to 25ish percent by reducing revenues and usng another company type, but it would be barely livable).
The "some spendings" part are a matter of a hundreds $ a year, and I put them proportional to the revenue, so my freelance work is just paying for this. Here that would be a few dozen $ max in that graph.
That's in France :)
Oh, and to give a full picture. During these 5.5 years I spent:
- 450+ hours working on those two games (dev, comm', support)
- 900+ hours on gamedev (these games, others, libs, wiki)
- 3.5k+ hrs on my personal projects (these are my only hobby-related revenues)
You can calculate the hourly rate π
We recently saw that sankey chart of the revenue split for Schedule I dev (with some mistakes).
So here's my own version for my games. 5.5 years of copies sold and taxes percentage is based on my whole company (gamedev + freelance) taxes %. Yep, I don't get a lot of money eventually π