As some people have stated 100$k budget isn't nearly enough to develop a large project, but it seems more than sufficient to invest in a smaller one, scheduled to be completed in a few months. Why not target digital distribution channels, including PC (Steam etc.) and/or consoles (XBLIG/XBLA or PSN,) and develop a well polished game that could gain popularity there? This way you could afford those 2-3 developers, hopefully get the job done and succeed. Also consider episodic format - this might further decrease the initial investment by spreading it across several episodes of the game. And if the game turns out good, first episodes might be earning you budget for further episodes.
Some business questions/ opinion.
I apologize, I was not clear on my exact question. What I meant to ask was if it was possible to assemble a pretty good team and make an video game with nice quality to it.
Sure. Anything is possible.
But what is your business idea?
After you've made this game, then what?
Which publishing method do you envision?
What monetization method are you planning?
What products will yours compete against, what products will yours steal audience from?
-- Tom Sloper -- sloperama.com
Thank you fall for giving me amazing input and opinions. I appreciate it a lot!
I completely understand that my title will not be an AAA title or anywhere near the proportion of that. I will obviously be indie, as most have assumed considering my budget. Although being quite young, I am only 24 years of age, I do have a lot of ambition and not a lot of knowledge of the process in holding an production of this sorts. That being said, most will say I will fail, which is always a possibility and could be more of an reality then being successful. In my mind though, I can not let failure be an option, while still thinking level headed and down to earth. I do not believe I will make that much of an profit or if any on my project. What I want from it is to enjoy the experience and actually get an piece of art out in the world that could be noticed by the indie and major scene at once.
I do like the idea of splitting up the game into episodes, Domx. I am aiming at digital distributing channels such as Steam. I know it would be a very obscure thing to see an 2d fighter on Steam for as one stated up above, they mainly succeed on the consoles for the button mapping and lay out. Now most would shun me for choosing or wanting to have the game in a 2d fashion, but I think judging on my budget I could make a game that can look pretty good, judging by the power I find and such. I would love to use the Unreal Engine but getting the license and such is out of my league currently.
Anyways, I have stated a little bit where I want to go graphically with the game, kind of down the same road such as Street Fighter 3: Third Strike. A very beautiful and fluid game that has gotten the attention it deserved in the fighting scene. Another game that inspired me would be an ex Capcom employee (Tomoaki Sugeno) project- Vanguard Princess- I do not know if any of you have heard of the free ware game but its a well polished fun free little fighter. As well, this game is on the PC.
He adds some interesting aspects to the fighting or brawler genre such as having battle partners that help attribute a certain fighting style you want to portray, such as being stronger or having a supporting attack
or having a stronger defense. Graphically, its very fluid and I think it looks great for a one man project.
The market here in the United States though is kind of a hit or miss with the whole anime style( huge breasts, skimpy clothes, high pitched voices for women, men that look like women etc etc.). Some are in love with it and most or half do not accept it at all. Which is why the art and style of the project will be a more gritty and steam punk-ish feel to it. I feel that could attract a broader audience while still catering to others of similar styles of fighting games that they liked.
If anyone is interested in looking at the portraits of the characters I have thus far, I would be more than happy to post it in the correct place on this forum for the viewing audience.
I completely understand that my title will not be an AAA title or anywhere near the proportion of that. I will obviously be indie, as most have assumed considering my budget. Although being quite young, I am only 24 years of age, I do have a lot of ambition and not a lot of knowledge of the process in holding an production of this sorts. That being said, most will say I will fail, which is always a possibility and could be more of an reality then being successful. In my mind though, I can not let failure be an option, while still thinking level headed and down to earth. I do not believe I will make that much of an profit or if any on my project. What I want from it is to enjoy the experience and actually get an piece of art out in the world that could be noticed by the indie and major scene at once.
I do like the idea of splitting up the game into episodes, Domx. I am aiming at digital distributing channels such as Steam. I know it would be a very obscure thing to see an 2d fighter on Steam for as one stated up above, they mainly succeed on the consoles for the button mapping and lay out. Now most would shun me for choosing or wanting to have the game in a 2d fashion, but I think judging on my budget I could make a game that can look pretty good, judging by the power I find and such. I would love to use the Unreal Engine but getting the license and such is out of my league currently.
Anyways, I have stated a little bit where I want to go graphically with the game, kind of down the same road such as Street Fighter 3: Third Strike. A very beautiful and fluid game that has gotten the attention it deserved in the fighting scene. Another game that inspired me would be an ex Capcom employee (Tomoaki Sugeno) project- Vanguard Princess- I do not know if any of you have heard of the free ware game but its a well polished fun free little fighter. As well, this game is on the PC.
He adds some interesting aspects to the fighting or brawler genre such as having battle partners that help attribute a certain fighting style you want to portray, such as being stronger or having a supporting attack
or having a stronger defense. Graphically, its very fluid and I think it looks great for a one man project.
The market here in the United States though is kind of a hit or miss with the whole anime style( huge breasts, skimpy clothes, high pitched voices for women, men that look like women etc etc.). Some are in love with it and most or half do not accept it at all. Which is why the art and style of the project will be a more gritty and steam punk-ish feel to it. I feel that could attract a broader audience while still catering to others of similar styles of fighting games that they liked.
If anyone is interested in looking at the portraits of the characters I have thus far, I would be more than happy to post it in the correct place on this forum for the viewing audience.
If anyone is interested in looking at the portraits of the characters I have thus far, I would be more than happy to post it in the correct place on this forum for the viewing audience.
If you want feedback on graphics, try the Visual Arts forum. For feedback on the game design, use Game Design. If you just want to show off your stuff, use Your Announcements.
-- Tom Sloper -- sloperama.com
Anyways, I have stated a little bit where I want to go graphically with the game, kind of down the same road such as Street Fighter 3: Third Strike. A very beautiful and fluid game that has gotten the attention it deserved in the fighting scene.
As Tom suggested you need to go and look at the credits for that game and see how many artists they had. The more detailed the graphics the more time and cost. The SF3:TS graphics will have cost millions of dollars to produce. Unless you are intending to have 2 characters with not many moves you won't get graphics like that for 100k (and still have anything left over for other stuff like programming).
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
According to mobygames, SF3:TS had over 2 dozen people on art and programming, which is a pretty standard team size. They could've easily spent a few million on wages.
The key will be finding ridiculously talented people who are willing to work on someone else's ideas for below-standard wages... which isn't impossible, just difficult, especially without a lot of industry connections.
The key will be finding ridiculously talented people who are willing to work on someone else's ideas for below-standard wages... which isn't impossible, just difficult, especially without a lot of industry connections.
. 22 Racing Series .
According to mobygames, SF3:TS had over 2 dozen people on art and programming, which is a pretty standard team size. They could've easily spent a few million on wages.
The key will be finding ridiculously talented people who are willing to work on someone else's ideas for below-standard wages... which isn't impossible, just difficult, especially without a lot of industry connections.
Thank you all for your input again, it is helping a lot. After researching numerous AAA I have noticed how many are on staff in all the departments. One last question, I currently do not know where to start to look or scout out. Any suggestions? Again thank you for all your help.
I currently do not know where to start to look or scout out. Any suggestions? Again thank you for all your help.
It depends on what you're looking for. If you dropped your car keys, don't just look under the streetlamp -- look near where you heard them drop.
That was my snide way of saying "look or scout out what"? Are you talking about people? Money/investors? A job so you can earn the money and meet the people?
-- Tom Sloper -- sloperama.com
As has been said, $100k is a very small budget for a complete PC game, unless you are going for something in the casual market - 2D, focused on gameplay rather than graphics. People do create indie games for that price or less, I'm not sure where you could find examples but for example Angry Birds.
Hiring professional US/European/UK developers will give you 2 full-time salaries at most, 4 people for 6 months perhaps. I'd suggest you look to either get one hotshot US guy, or find a team of people based elsewhere in the world.
Hiring professional US/European/UK developers will give you 2 full-time salaries at most, 4 people for 6 months perhaps. I'd suggest you look to either get one hotshot US guy, or find a team of people based elsewhere in the world.
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