Quote: "Even registered companies with 4-6 employees don't make a PROFIT of $100,000 on 1 game,"
It's revenue, not profit. Still a large number, but this is very significant.
Let's say you decide to go full time on a Unity project, leaving your comfortable full-time job.
You need to earn at least $50,000 (£33,000) to cover your employment. That's about $56,000 after employers liabilities.
You can't do everything as a sole developer. You'll be buying assets and purchasing pre-developed modules, maybe hiring a DB expert for a specific function etc. Let's call this a round $10,000 - less than $1,000 (£660) a month over a year. Publishing to multiple platforms is also going to cost you more.
You'll need to spend at least 20% of what you plan to turn over in marketing, in order to be successful, and this is a conservative estimate. So that's another $20,000.
We haven't covered everything yet, and we are already at an outlay of $86,000. If you hit $100,000 revenue then that's $4,500 to Unity.
Now you have less than $10,000 to cover the remaining costs of running your business and unforeseen circumstances. This scenario is working from home, no consideration for office space and other amenities. It doesn't include keeping yourself trained and attending the essential conferences and exhibitions. You're also relying on your own abilities to self-publish.
Don't be fooled by the $100,000 threshold, thinking it's unattainable. If you are doing this full time, it is inevitable you will reach the threshold simply to stay afloat. If you aren't doing it full time, you are still putting in '000s of dollars of your own time to make it happen.