quote:
Original post by Anonymous Poster
The latest fad of cellphone and gba games hardly would require engine licensing.
True but those are the formats he is aiming to develop for. J1M''s post specifically mentions needing to license the Source or UT engine so clearly he is not talking about these platforms and so neither was I.
If he was to work on those platforms then he would still be unlikely to get publishers funding without industry experience. What is more as a new start-up developer with no track record Nintendo won’t grant him an AGB developer’s license. He would need to fund development of the first project in order to prove to people that he can do it.
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The demo scene has been putting out 3D gfx effects way ahead of their time.
You''re comparing street cars to land speed record cars. Demo coders have been around for years. The technology they create is designed to show off, not to be useable in a game. Games need to include more than just graphics. They need physics, AI, audio etc which all require system resources. Demos often use up all the system resources and leave no space/processing power for anything else.
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Things don''t go out of date if your the one setting the pace! However if you are not setting the pace use Renderware
But he won’t be setting the pace, which was the point I was making. 3 guys with no industry experience (or even 9 guys if he finds more) wont be competing with id software who have an entire team just to develop their engine.
Developing games is tough, even with a licensed engine. Is it possible to develop an engine, then a game and then get a publisher interested? Yes it is BUT it is a lot, lot tougher and your game play will need to be Half Life 3 standard cos your technology will almost certainly not be cutting edge by the time your game gets to market.
Of course all of this is irrelevant if you don''t have the $2-3 million needed to fund the development. So back to the original post.....
1. Publishers do licensed (film, TV, comic etc) games because they think that it reduces the risk of failure. They also believe that a new team with no industry experience increases risk. Therefor they wont hire you to do a licensed game as it makes no sense to increase their risks when what they want is reduced risk.
2. Funding. To get funding you must have.....
i. A full team already in place that has proven industry experience.
ii. Existing technology (a demo done using the actual engine u intend to use).
iii. The necessary paperwork (design, budget, schedule etc.)
If you don''t have those then the industry wont fund you as you are a bad risk. You will have to find a way to fund yourself.
Conclusion
You have four routes into games.
1. Develop for fun. Make games in your spare time for fun.
2. Finish your education, get jobs at existing developers that have a track record (and funding). Spend 5 or 6 years making games to get experience of full development, managing teams and running companies. While your at it build contacts in the industry so people know you and trust you as a good risk to invest in. Then set up your own dev company with publisher funding.
3. Ignore 2. Just find a team and start work with funding from FFS (friends, family or savings).
4. Do shareware. Develop a number of game, build a reputation and eventually after some years you may be able to get a publisher interested in funding a full title.
5. The mod scene. Keep on modding until your mod is as successful as CS and a publisher notices you.
Dan Marchant
Obscure ProductionsGame Development & Design consultant