Good points! Would add that having a FT job also allows you to be more experimental with your game, choose a less-popular genre, take design risks, etc. You can still aim to make money, but you aren't worried about risking your livelihood. Same applies to being able to survive initial failures, or drop a game in development that isn't working out. Having some money just makes you more resilient to bumps and obstacles, doesn't matter whether that money comes from a job or a studio backcatalog.
Good points! Would add that having a FT job also allows you to be more experimental with your game, choose a less-popular genre, take design risks, etc. You can still aim to make money, but you aren't worried about risking your livelihood. Same applies to being able to survive initial failures, or drop a game in development that isn't working out.
Having some money just makes you more resilient to bumps and obstacles, doesn't matter whether that money comes from a job or a studio backcatalog.
No more sad, starving artist trope. Happy, well-fed artists instead.