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8-Year Game Lead, Laid Off, Weighs Indie Dev, Course Selling, and a Turn to Self-Media

By 亿元程序员 ·
Read original on juejin.cn ↗ Google Translate ↗ Alt translation

Layoffs in gaming are pushing experienced leads to treat content creation, course selling, and contract work as serious income streams, not just hobbies. AI lowers the cost of shipping small games, but the paid lessons in game buying show marketing remains a real expense.

Summary

After a decade at one company, a game lead loses his job even though the studio had already adopted AI. He skips starting his own studio, citing the high cost of pleasing audiences, and instead treats self-media as a long-term bet, a path he's followed for over three years without major results.

He now champions AI-assisted indie game development, has released several mini-games, and pays for experience in game buying and promotion. His more immediate income ideas include selling game-development courses, outsourcing code, selling full codebases, and offering technical support. He dismisses investing outright and jokes about a career change to street food. The underlying message: persistence and execution matter more than the specific path.

Takeaways
— The company had adopted AI before the layoff, which suggests AI adoption doesn't automatically protect jobs.
— The lead spent more than three years on self-media without significant results, but still recommends it.
— Short-video self-media is recommended over writing as a path forward.
— Released mini-games include 'Colorful Journey', 'Unlock Rings 1000 Levels', 'Snake Handheld Classic', 'Gravity Maze Ball', and 'Cat Sticker House'.
— Lists three contract work options: outsourcing, selling code, and providing technical support.
— Investing is explicitly discouraged: 'Not recommended, unless you don't take my advice.'
— Knowledge payment is planned as a main income source, with the joke that the end of a programmer is selling courses.
Conclusions

The layoff of a studio that had already embraced AI undercuts the assumption that AI adoption alone can keep a game company solvent.

Treating self-media and course selling as primary income sources reflects a broader trend in China where experienced developers monetize their teaching skills rather than relying on a single employer.

The choice to skip solo studio creation suggests that the technical and managerial skills of a lead don't easily translate into entrepreneurship, which demands a different tolerance for risk and audience demands.

Concepts & terms
买量 (game buying)
A Chinese mobile-games user acquisition practice where developers pay ad platforms for installs or activations at a set price per user. The author mentions he has paid 'tuition' in this area while promoting his mini-games.
Source: juejin.cn ↗ Google Translate ↗ Backup ↗