Broke But Building: The Ultimate Guide to Starting Game Development With Zero Funding (And How to Share Profits Without Drama)
But here’s the truth most newcomers don’t realize:
This guide dives deep into how to build your game from zero dollars, how to form a team without paying salaries, and the smartest and fairest profit-sharing systems that keep teams together (instead of breaking friendships).
If you want actionable steps, warnings about common traps, and SEO-friendly advice that real indie developers use, this is the article you’re looking for.
1. Why Zero-Funding Game Development Matters Today
Why? Because:
-
Indie engines are now free.
-
Remote collaboration tools are fully accessible.
-
Many developers want to build a portfolio without quitting a job.
-
A new wave of early-access hits were created with tiny teams and tiny budgets: Lethal Company, Stardew Valley, Vampire Survivors, Pizza Tower.
2. The Myth: “You Need Money To Start a Game”
Let’s destroy this idea.
Money is a tool — but creativity is the weapon.
The indie scene has always been built on this philosophy.
3. What You Really Need to Start Game Development (And All Free)
A. Free Engines (All Commercial-Ready)
The most powerful tools today cost… nothing.
-
Godot Engine – 100% free, open-source, thriving for 2D and indie teams
-
Unity Personal – free until your game earns USD 200,000
-
Unreal Engine – free until your game earns USD 1 million
B. Free Art Tools
Even if you can't draw, these tools help you build assets or prototype fast.
-
Krita – digital painting
-
GIMP – Photoshop alternative
-
Blender – 3D modelling, rigging, animation
-
Inkscape – vector art
-
Figma – UI mockups
Many successful indie games use simple, clean art styles created with free software.
C. Free Audio Tools & Libraries
-
Audacity – audio editing
-
LMMS – music production
-
Freesound.org – sound effects
-
BBC Sound Library – free ambience and SFX
Great audio doesn’t require expensive tools — only creativity.
D. Free Team Collaboration Tools
-
Trello – task management
-
Notion – documentation
-
Discord – communication
-
GitHub – version control (absolutely necessary)
-
Google Drive – file storage
This is everything you need to organize a full production pipeline with 0 funding.
4. Step-by-Step: How to Start Building a Game With Zero Funding
Let’s break this down into a practical sequence.
Step 1: Start With a Small, “Ugly but Playable” Prototype
A prototype MUST do at least one:
-
Jump
-
Shoot
-
Dash
-
Interact
Step 2: Define a Clear Vision (1 Page Only)
Before involving anyone else, write the essentials:
-
What is the core gameplay loop?
-
What makes your game unique?
-
What is the “vibe” or theme?
-
Who is the intended audience?
-
What is the target platform?
Step 3: Form a Micro-Team (2–4 People)
-
Programmer
-
Artist
-
Designer/Producer/Writer
-
Audio (optional or outsourced)
4 people maximum.
More than 4 = chaos, slow progress, and miscommunication.
Step 4: Recruit the Right Way (With Proof, Not Dreams)
Most beginners make the mistake of recruiting with:
Nobody joins vague promises.
Instead, show:
People don’t join dreams — they join structure.
Step 5: Use Simple, Transparent Project Management
A free Trello board can run your entire production.
Suggested board:
-
Backlog
-
To Do
-
In Progress
-
Review
-
Done
Step 6: Build a Community While You Create
This is a secret most indie hits share.
Use TikTok, X (Twitter), Reddit, Instagram — post:
-
GIFs of gameplay
-
behind-the-scenes
-
bugs & funny moments
-
developer thoughts
-
music previews
An early community provides:
-
playtesters
-
hype
-
potential pre-orders
-
future buyers
No funding needed — only consistency.
5. Smart Profit-Sharing Models for Zero-Funding Teams
Here are the best profit-sharing models used by successful indies.
Model 1: Equal Split (Best for 2–3 Founders)
Everyone gets the same slice of the pie:
-
50/50 for 2 people
-
33/33/33 for 3 people
Fair when:
-
Everyone contributes equally
-
All members are founders
-
Workload is balanced
Not fair when:
One person contributes way more than the others.
Model 2: Role-Based Percentage (Most Common)
Example for a 3-person team:
-
Programmer: 40%
-
Artist: 30%
-
Designer/Producer: 30%
Or adjust depending on workload.
This works when roles are clear and responsibilities don't fluctuate too much.
Model 3: Task/Point-Based System (Most Fair Overall)
Every task in your project is given a “point value.”
Example:
-
Player movement code = 8 pts
-
Enemy AI = 12 pts
-
Boss art = 10 pts
-
Animation = 6 pts
-
Soundtrack = 7 pts
This system:
-
rewards actual contribution
-
adapts to changing work
-
prevents “idea guy demands 50%” disputes
Many professional indie teams use this method.
Model 4: Milestone-Based Shares
A member earns shares only after completing defined milestones.
For example:
-
Finish all key art → earn 20%
-
Implement core gameplay → earn 30%
This protects the team from “join today, disappear tomorrow” situations.
Model 5: Hybrid System (Most Flexible)
Mix equal split + milestones + points.
For example:
-
All founders get 10% equal split
-
The rest (70%) distributed via points
-
10% reserved for contractors
-
10% for marketing/contingency
This is complex but incredibly fair for long-term projects.
6. Legal & Documentation Essentials (Free Options Too!)
Include:
-
member roles
-
profit distribution
-
IP ownership
-
what happens if someone leaves
-
responsibilities
-
deadlines
-
cancellation policy
Not legally perfect, but WAY better than verbal promises.
7. DOs and DON’Ts of Zero-Funding Game Development
DO:
-
Start small
-
Build prototypes early
-
Document your vision
-
Use version control
-
Schedule weekly check-ins
-
Communicate clearly
-
Plan profit-sharing before work begins
DON’T:
-
Don’t recruit randomly without direction
-
Don’t let “idea-only” people take percentages
-
Don’t delay uncomfortable conversations
-
Don’t start with a huge game concept
-
Don’t rely on passion alone
-
Don’t avoid documentation
-
Don’t give unrealistic timelines
8. Unexpected Strategies That Help Zero-Funding Developers Win
A. Make Modular Assets and Sell Them
Even if the game is unfinished, you can sell:
-
tilesets
-
character sprites
-
VFX
-
UI packs
-
3D models
This can generate side income during development.
B. Barter Skills Instead of Paying Someone
Examples:
-
“You do music for me, I’ll animate for you.”
-
“You make icons, I’ll do UI layout.”
This is how many indie devs survive without budget.
C. Make a Mini Version of the Game First
Develop:
-
a tiny demo
-
a prototype level
-
a small standalone version
Launch on itch.io for:
-
feedback
-
bug testing
-
early donations
Then use the momentum to create the full game.
D. Build Your Community From Day 1
Even a game with average graphics can go viral if your devlogs are entertaining.
You don’t need funding — you need visibility.
9. The Harsh Truths You Need to Hear
But if you:
-
start small
-
keep communication open
-
manage expectations
-
document agreements
-
build consistently
…your chance of shipping increases dramatically.
Most indie games never fail because of money.
They fail because:
-
the team breaks
-
scope grows uncontrollably
-
there is no clear plan
-
nobody leads the project
With structure, even a zero-budget team can finish a game.
10. Final Advice: Start Today, Improve Tomorrow
There will always be reasons to delay:
-
“I don’t have money.”
-
“I need a better PC.”
-
“I need a full team.”
-
“I will start when everything is perfect.”
Forget all that.
The real magic happens when you start small, today, with whatever you have.
Zero funding doesn’t mean zero potential.
It means you’re building something that truly belongs to you.


Comments