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game industry

speedyexe

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im actually thinking about:

1) making games in udk for PC
2) making games for iphone with UDK iOS support for free with commercials
3) making games for xobx live

right now im learning UDK user interface but i think i will start with option 2

do anybody on this forum hava any experience with UDK (unreal development kit) ???
 

Lights

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How did you learn what you learned, what are you doing?
Can you make a decent game?

~
No idea about gaming industry, but what/who are you?
~
Yes it's fastlane if you know what you are doing, and do it well, and it hits many people all over the world.
 
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speedyexe

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I was looking long for some good oportunity and i had Tekel Syndrome

Right now im monogamous and i know exactly what to do thx to mj I know how to start and understand all slowlane that i was stuck in...

if anybody know udk and want to make some good stuff write me an PM
 

Inphinity

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Yes, the gaming industry is definitely fastlane material, but just about anything can be if you do it right.

Like most entertainment industries (movies, music, etc), the gaming industry is one where only the best really thrive. For every successful title there are dozens of failures. Don't expect to just make a game and magimatically be a millionaire. Make a really entertaining and/or addictive game, market it well, and then you can start thinking about doing well out of it.
 

speedyexe

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Little update here :) I was on intership in gaming company then employee ( enough time to see how it works ), right now I'm full time on my fastlane 'making games' plan, iv got dream team and we are making first game almost 18h a day.

Details here everyday updated Daniel Szulc

11.jpg
 
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Idella

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I would say it's fastlane, Minecraft is a wonderful example. Also games like Angry Birds...you create a game, it gets popular, it has merchandise and is ported to multiple platforms.

But you really have to create a game! Something that can kill time, easy to understand, and gets people addicted.
 

mordr3d

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The main problem of game-dev is the inspiration. Creating innovation is the main power that can bring fortune but is hard to predict what will sell and what will not. Minecraft gave people compleate freedom and control over the shape of their own world.
 
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speedyexe

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We are planning to make 1 game in 1-3 months we cant make mmorpgs its too much time consuming.
Thx for info with that social network but we are planning something different.
Inspiration is not a problem, time and people are the main problems, and the minecraft was not a innovation... Infiniminer was allready... so the best idea for startup? make something better then make innovation when you have money to buy some food for you're self...
 

MartinV

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The main problem of game-dev is the inspiration.

The main problem is in game development (and pretty much everything else) execution. Lots of people have ideas... How many actually bring their ideas into reality? You can point at the lack of innovation the game industry, but I can point at the piles of money that non-innovative but superbly executed games make.

Btw, good luck with the game Speedyexe!
 

speedyexe

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My son is on the team that has created: SmashMuck Champions, that took about 12 developers 9 months to get to this point of closed beta. This is an example of the competition you are up against.

On the team so he is not working in some gaming company, they are just a bunch of guys just like me? (no investing, etc.)???

What kind of game engine do they use? what kind of software?

The key to our success is treating people well. Kiz Studios
I like it :) most companies treat people like shit, thats why Im here to change it. Great people, I wish them success.

The main problem is in game development (and pretty much everything else) execution. Lots of people have ideas... How many actually bring their ideas into reality? You can point at the lack of innovation the game industry, but I can point at the piles of money that non-innovative but superbly executed games make.

Btw, good luck with the game Speedyexe!

Thats right, the main problem is execution, everybody are a "smart a$$" but nobody are doing it, many people CAN but they dont take action, they wasting time, get youre alarm clock on 18h, write on piece of paper every hour, you can do alot with that time, just avoid distractions, get motivated, you need strong determination and plan youre day, AND success will come.

Thx it will be great game whatever it takes (amount of hours,motivational books, learning new technology) I WILL DO.
 

healthstatus

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On the team so he is not working in some gaming company, they are just a bunch of guys just like me? (no investing, etc.)???

What kind of game engine do they use? what kind of software?

It is a company, with investors, this is the first project they have put out. People buying the games don't care where they came from, they care if they are fun.

They are using the Unity engine. He is the Art Director.
 
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mordr3d

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Well execution of any game production poses a major problem. The thing is that even if you have graphics, programmers, scripters etc. it takes more than just technical skills. Just as it was written in fastlane book idea is just a pawn. Idea alone cannot make meaningfull move. It is up to the development team to pull this off. But to startup you dont need whole army of people. You just need to get motivated and agile developers(ones that don`t need fixed roles).
 

speedyexe

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It is a company, with investors, this is the first project they have put out. People buying the games don't care where they came from, they care if they are fun.

They are using the Unity engine. He is the Art Director.

With investors ok, we are doing it without investors but in future we will see.

" People buying the games don't care where they came from, they care if they are fun."

Yes and No, some companies have build a brand, just like Blizzard, if they make something everybody want to take a look on it, instead of making many "no names" BUT Yes if game have good gameplay and fun to play they will buy it anyway[FONT=arial, sans-serif], people will talk about it and game will selfadvertise if its good game.

I hope they will be succesfull, they have investors and they made that game really quick in small team, its good, keep it up :)

[/FONT]
Well execution of any game production poses a major problem. The thing is that even if you have graphics, programmers, scripters etc. it takes more than just technical skills. Just as it was written in fastlane book idea is just a pawn. Idea alone cannot make meaningfull move. It is up to the development team to pull this off. But to startup you dont need whole army of people. You just need to get motivated and agile developers(ones that don`t need fixed roles).

Well said, idea is just a representation, action make it real.
 

speedyexe

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Little update here :) Just finished the animations :)

[video=youtube;VGyxlGMWTxo]http://www.youtube.com/watch?v=VGyxlGMWTxo&feature=player_embedded[/video]
 
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458

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Little update here :) Just finished the animations :)

[video=youtube;VGyxlGMWTxo]http://www.youtube.com/watch?v=VGyxlGMWTxo&feature=player_embedded[/video]

Nope.
 

dknise

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Hey speedy,

Did you end up going the UDK route? I've been using Unity3d and love it, although some of the stuff definitely wasn't designed for optimal performance, but a few hacks here and there fixes any of it. UDK just charges too much to use!
 

splok

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Depending on how much success you expect your project to have, UDK could be cheaper. As of the last time I checked, it's basically free until you cross a certain amount of revenue ($50k), then they charge a 25% royalty. With Unity, depending on your team size, you may be out a few thousand dollars in licenses up front, which can be a problem on the bootstrapping side, even if it's potentially financially beneficial in the long term. Pretty much any product that you launch is worth more than the ones that you don't.
 
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dknise

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Depending on how much success you expect your project to have, UDK could be cheaper. As of the last time I checked, it's basically free until you cross a certain amount of revenue ($50k), then they charge a 25% royalty. With Unity, depending on your team size, you may be out a few thousand dollars in licenses up front, which can be a problem on the bootstrapping side, even if it's potentially financially beneficial in the long term. Pretty much any product that you launch is worth more than the ones that you don't.
True... one's cheaper upfront but the other one saves money in the long run. Just depends how much you have to fund it at start I guess. If the first game's a hit, I'd go with a game framework that doesn't charge 25% royalties!
 

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