Piggybacking on this discussion: if nearly every successful indie VR title gets acquired by Facebook, is that goal really an Indie VR dev’s best chance to survive in this market at the size that it is today? https://twitter.com/maxweisel/status/1278828876588777472
Setting aside outliers: can indie VR devs justify their funding based off of app unit sales otherwise? Or are the successful VR titles destined to be put under Facebook control, and removed from outlets that don’t line up with FB’s vision?
As the word “indie” is short for “independent”, can an indie studio survive in VR today *while remaining independent*, as a general case without operating at a loss?
Yes, this exactly. Some of the most important software work in VR / AR is coming from those who are doing it for the passion and need, again "at a loss", which makes that type of work out of reach for many who are trying to survive without a safety net. https://twitter.com/maxweisel/status/1279095553289314310?s=20
You can follow @slukas.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: