Game Producer Christmas Calendar – Day 17 (Are You Afraid To Spend Money?)

There’s one major shift that has happened in the way of my mind works: it’s about spending money. On Xmas time I suppose it makes sense to think about it… I think it’s more important to think where exactly you put your money.

I’ve noticed that I am (or at least were) more inclined to buy useless stuff that I enjoy for a moment (like some DVD movies or ice cream for example) instead of useful tools (like game engines or 3rd party libraries).

I wonder why it’s no problem to buy 2 eur beer every week (that makes 100 eur per year), but it’s a problem to purchase 100 eur software that would help me develop something? (at least there can be very little resistance for spending couple of bucks to something now and then). The more I’ve gone into selling side of things, and the more years have passed… the better I see how spending money can be a problem for some people.

People might be afraid to lose that money and never get it back. People think that getting immediate pleasure (ice cream) for “small” amount of money (2 bucks is little – when you don’t count yearly expenses) goes before long term aid (that can save you time).

I think it works just the opposite. The more you are ready to support others, and the more you are willing to put money in the market (in an intelligent way – I’m not suggesting buying every stupid little thing you see in the Internet), the more money can float to your way. I think it’s the mindset and attitude.

Sure, you need to know when to keep the money. I bet it’s a good idea to spend less than you earn, but I also think supporting software developers every now and then does good for our economy.

Juuso Hietalahti


  1. You’re making some great points here. I think the best way to spend money is on assets. Buy some graphics, music, code and tools to help you get ahead and make better use of your valuable time. I think mindset is an important part, but the biggest reason is leverage and ROI.

    If I spend that much money on some awesome music tracks it will add greatly to the experience your game delivers which ultimately results in more sales and happier players.

    One great example that comes to mind: Minions of Mirth. Josh Ritter spent some money upfront for the engine, models and graphics and programmed the game within 11 months. He finished his game in less than a year and it became an instant success which allowed him to fund his company, get an office and a bunch of loyal customers and fans.

    If you are lacking money, you have to trade your time for money until you have some to reinvest and bootstrap.

    Again, excellent post. I think it deserves a bigger post outside of this series. :)

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