is game making industry is an fastlane?
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Free registration at the forum removes this block.is game making industry is an fastlane?
We are planning to make 1 game in 1-3 months we cant make mmorpgs its too much time consuming.social network for MMORPGs mainly for World of WarCraft gamers.Shawn Fanning Finally Gets A Real Payday: Electronic Arts Buys Rupture For $30 Million | TechCrunchShawn Fanning | CrunchBase Profile
The main problem of game-dev is the inspiration.
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.
I like it most companies treat people like shit, thats why Im here to change it. Great people, I wish them success.The key to our success is treating people well. Kiz Studios
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!
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.
" People buying the games don't care where they came from, they care if they are fun."
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).
Little update here Just finished the animations
[video=youtube;VGyxlGMWTxo]http://www.youtube.com/watch?v=VGyxlGMWTxo&feature=player_embedded[/video]
Nope.
Can you expand your post a little bit. Simple "Nope" is a little bit too enigmaticNope.
Little update here
View attachment 3846
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!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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