Web (cross platform): majority of revenue, took years to build up Mobile games, mobile apps: First source of revenue, pretty reliable and good revenue High end desktop games: Starting to see revenue after years, in the minority of sales, even though saw high interest right awayhttps://twitter.com/scottmichaud/status/1154896008863784961 …
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P.S. if you are selling into a software company, peanut gallery, positioning your license/service/consulting gig as “less than one head[/headcount]” is a great way to do it.
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“How much does a head cost, Patrick?” If I told you $300k or so at AppAmaGooBookSoft I think I’m lowballing you. (Remember, this builds on the TCO of an employee not what the employee understands their salary to be.)
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For anyone reading, I’ve got direct experience with this being accurate. With one 7 figure deal our internal champion used this logic to help push the deal through. Doesn’t make the sale super easy, it’s still a big enterprise, but it helps a lot.
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Also can confirm: recently closed a deal where it was "well, they're about the cost of a very senior, specialist engineer we probably couldn't actually hire anyways"
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And, adjust for the fact that the vendor has something to sell TODAY, that already works, rather than waiting 18 months for the internal team to build the first buggy version.
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I've been continually impressed by the infrastructure tools that are created and maintained by single and two person teams. 4 engineers is def not the minimum. But yes, that number you use later is low.
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I have seen a vendor being brought in with similar argument and it was a fit so bad, it then cost 20% time of the most senior member of ~50 teams across the company. It replaced in house tool developed by team of two, cause they didn't want to spend additional 2m for proper staff
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