Looking for entrepreneurial folks who want to build an asset for themselves as part of a team that will build and market mobile games. This is a chasing your dreams vs. paying your bills proposition--turning your sweat into equity. The odds are long, but the potential is great for those who understand the true risks and rewards of this kind of venture.
Full disclosure: I've taken two games from ideas in my head to apps in the market. I've lost money on both of them, but they have not been losing efforts. I've gained knowledge and experience I would never have gained had I not taken this path, and I'm now closer to my dream--being a successful developer of fun mobile games--than most people with similar dreams will ever be.
One key bit of learning is this: you can't buy your way to success in mobile game development. You can pay to get great developers to produce great code for the dumbest ideas, and marketers who will spend whatever you want to waste to promote them. But as soon as the money stream goes away, so does their interest, because they were never committed to the game, or the idea. They were committed to the cash.
Nothing wrong with that for them--perfectly rational, in fact. But two things about that kind of relationship sabotage your venture on both ends, from the start to the finish. First, as I said, nobody you are paying will tell you if an idea is dumb, so you've stripped a layer of honesty and assessment away before you even start. Second, without an equity stake to work toward, hired guns always think short-term, and you will be battling that for the probably short and difficult life of your project.
I'm done with that approach. So I have two options. The easiest to implement, but least likely to succeed, is for me to learn everything and do everything myself. I'm no dummy, but even at my fastest rate of learning, it would take me precious years to be proficient enough to hope to handle even a simple game dev project end-to-end. Plus I have mouths to feed and a whole other career, so that's effectively out.
The second strategy, the one I'm employing in this posting, is like catching lightning in a bottle. But if I can do it, the chance of success skyrockets. Simply put, it's to build a team of talented, entrepreneurial-minded people with complementary skills (content, development, database, UI, marketing) who, like me, are already taking care of their daily bread, and are looking for a way to exercise their talents on the side toward building something cool. Something whose net revenue they will have a permanent equity stake in.
I don't have to tell any of you how rarely a game becomes a true hit; on the other hand, I also don't have to tell you how much the owners of such a game can earn when it does. And something that might be news to you is how much value the very attempt can be. Since I've taken games to market (financially unsuccessful ones, remember), I've gotten calls and requests and new interest in my resume for my other career (technical writing) far in excess of what I expected. Being a proven risk-taker, a proven entrepreneur, raises your standing with others and builds your own self-confidence.
So that is the pitch, one that I'm assuming will only appeal to a fraction of the people I've invited to review it. If you are reading this by invitation, I selected you because you seem to possess skills I need, and also I picked up something in your profile that suggested to me that you might be receptive. If not, I apologize for wasting your time. For those who are interested enough to go to the next step, I would like to call or Skype you to see if we are compatible. The step after that would be to gather as a group to see how the chemistry goes, and to explore my game idea in more detail.
I purposely haven't spent much time on my actual idea, because it almost--I say almost--doesn't matter. When Flappy Bird and a scrabble knock-off can make gamemakers rich, idea originality isn't the Holy Grail of success. But lest you think I bring nothing to the table, I have a huge chunk of quality content to leverage from a previous game, plus a preliminary gameplay treatment and architecture to get us moving quickly.
Reply if you are interested in learning more, and give me a way to contact you (Skype, email, etc.). Given what I've said above, you should realize now that the cost/payment estimates I was required to select for this posting do not actually apply. Also, I am looking to build a team in the Seattle area so that we can meet in person when needed. If that proves impossible, I will cast a wider net.
Thanks for giving me a listen.