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Need advice!

Started by November 02, 2006 07:22 AM
3 comments, last by Roberto Koci 18 years ago
Hi! My name is Roberto. I am a founder and a team leader of a small group of developers working on a space simulation/shooter with features like real sized starsystems (up to 100AU) and planets with continual descent. I have developed this technology myself, and it does not use any known algo for terrain tesselation. Screenshots available at: http://www.esnips.com/web/krobertosBusinessFiles These are a little darker, my monitor's gama was unadjusted... Feel free to comment or ask questions, also there is a screenshot from orbit on page 2. Now, my question is this: We have trouble finding a publisher and we need advice about this. We are in a technology demo phase, never before worked on game projects (zero shipped titles), have only 6 team members. The material shows a level of some skill (hopefully), so we would like to hear advices, comments etc. about it. Also, we became aware that a playable demo would be prefered, but without finance it would be a long time till that moment... are we doomed to failure? Thanx in advance, Roberto
I wouldn't say 'doomed to failure' but you won't find a publisher willing to put up development costs without a lot more to show up front, which means a prototype (more than a demo, a vertical slice of gameplay), detailed game design and business plan.

Skizz
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I remember looking at screenshots of this game early last week. Anyways, in my honest opinion, you guys have enough or close to enough game designed to seek a publisher. You guys need to concentrate more on the peripheral docs like Skizz mentioned: detailed business plan, complete dd, etc.

I'm only stating what's logical, i'm sure some of the more seasoned managers on this forum will be able to provide better advice!

Good luck man...
Quote: Original post by Roberto Koci
Now, my question is this:
We have trouble finding a publisher and we need advice about this.
We are in a technology demo phase, never before worked on game projects (zero shipped titles), have only 6 team members. The material shows a level of some skill (hopefully), so we would like to hear advices, comments etc. about it.

Publishers will only fund you if you have....
1. Proven industry experience
2. A full team sufficient to make the game
3. A fun game play demo (not an interesting tech demo).

It would be possible (but very very unlikely*) to secure a publisher funded deal if you have two out of three but you have zero from three so publisher funding simply isn't going to happen. You have made the classic small start-up mistake and tried to do a big game that is beyond the scope of your resources. Your options are:
1. Get a day job and continue doing the game in your spare time. Maybe recruit some extra part time/hobby developers but it will still take several years (and when it comes out it may be out of date).
2. Find a local investor who will fund your company - however this requires a high level of business management/investment skills.
3. Put the current idea on hold and use your tech to make a much smaller game that your existing team can do in a reasonable time frame.

Conclusion
You're trying to be id software when you have the team size of introversion. id software didn't start out making big huge games like quake they started out making small games (just like Introversion are doing today). You need to start small and grow from there.

*very very unlikely = I have not seen this happen in the last ten years.
Dan Marchant - Business Development Consultant
www.obscure.co.uk
Thank you for answering, support, and double thanks to Dan since he answered to our post at IGDA also!

Things look a little brighter and clearer now.

It seems that we should "cut the corners" of our project and leave in the best stuff, also make it playable. Cut out the planetary technology, as this is the far most complex part of the engine and would need more work (a lot), thus stop the "ID software syndrome". With this we should have a much smaller game, possible to do playable even with our small team.

Regarding documentation, we sent a more detailed game description including the story, mission descriptions, engine capabilities (coded/planed) and no business plan as they (both publishers we negotiated with) said not needed in current phase. Also listed people interested/agreed to work with us (some of them are expirienced veterans), all together a team of 30 people in case of finance.

It is probably two or more of reasons pointed out by Dan and Skizz.

There is also an idea and negotiations to join forces with another small studio and finish a humanly possible project (negotiation phase).

Again, thanks go out to all of you for help, best wishes and advice!

Sincerely,
Roberto

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