My time’s actually worth closer to $50/hr right now.
But the reason there’s pushback over things like ‘I want to start a game studio but run it like a garage band’ is that game dev isn’t a garage band jam session (but what about game jams? More on that below). It requires more knowledge going in than a garage band jam session, game dev is super exploitative of workers in an actual professional setting, and the music industry is even more exploitative than game dev, so not exactly a model to emulate.
On game jams: game jams are, like I said, really extremely time consuming. And there’s actually some pushback on doing them in some segments of the industry because they normalize crunch in a way that probably shouldn’t be encouraged. Most game jams are ‘make a game prototype in 24 hours, or a 3 days, or a week’ and that translates to ‘work nonstop for 24 hours, or 3 days, or a week,’ which is, y’know, bad.
And there are some game dev spaces that are sort of garage band-y. But the thing about them is that they’re actually legally structured as co-ops. Everybody knows what they own of what is being made there. That your original post said something along the lines of ‘we don’t need to worry about equity unless we make money’ is a huge red flag. And if you go look at the TIGSource forums like alms suggested, and specifically look at the Jobs forums, you’ll see how clear people who post there are about whether a project that the poster is looking to get started is paid or unpaid, or paid with revenue share or just flat. Your post was real wishy washy about the money. ‘Nobody earns a wage but if the project sells (indicating that this is a commercial endeavour from the jump) we’ll figure something out’ is not a good look, dude.