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The exact cost, and breakdown of adding a character to Skullgirls (150k.)

mclem

Member
This is something I always want to do if I make a game. Get some practice and voice the characters yourself.

The videos for the original AvP were the dev team at Rebellion. It's quite odd seeing them now and recognising folks I've worked with.
 

Monroeski

Unconfirmed Member
I'm guessing QA for a fighting game would involve a lot of game balancing in addition to the bug fixes and such? Maybe that's why it seems so bloated. I imagine it's a lot of work balancing a new character against every member of the existing roster.
 

alstein

Member
I take this is all the costs including when they make new DLC and release it.

Bacause 3200 manhours creating one 2D character that is not even finalized is overkill.

Given the detail in Skullgirls animation compared to KOF or Arc games, it's not.
The only game that comes close to Skullgirls in animation quality is 3S, and Skullgirls is in a much higher res. KOF/Arc games have about 1/2 the frames at most.

As for the business model, even before the Evo donation drive, they said the game had almost broken even, with the PC version likely putting it over the top (and the Japanese sales I'm sure have put it over the to already as this was pre-Japanese release)

Now, I've been super duper critical of some of Mike Z's gameplay decisions, but I will defend the Skullgirls team hard as everything that's right about indie games, and I have no problem putting money in for this despite my criticisms because everything else is so damn good. Also Mike Z does seem like an awesome dude, so my criticisms are because I wanted the Lab Zero folks to make more money that they really deserve. I did put down money for the Cryamore kickstarter largely because of the SG talent involved.

I really wish they could find a way to open the engine up to others- it is the best 2d fighting game engine this gen in terms of what you could create from it, but apparently it's pretty damn hard. If I won the lottery, and had about 3-4mil to spare, I'd hire the Lab Zero folks for my own dream project, if they could stand working for me (I'd have Fersis do a good bit of the game design, as long as I could shock him whenever he suggests FTP)

I really try hard not to fanboy on here, but the Skullgirls folks earned my fanboyism with the obvious love and talent they put into this game, so I make an exception for Lab Zero.
 

lettermassing

Neo Member
as a sound engineer, it certainly doesn't cost that much to record a few lines and implement them in the manner typically seen in fighting games.
 
During primary production of a full game, where say you have 20 characters - does efficiency related to economy of scale kick in? In other words, is making a single DLC character likely to be more expensive than 2 characters created at the same time during primary game development?
I bet having two characters in the pipeline would save money in studio overhead as opposed to doing full production on one and then starting on another just from a time perspective (assembly line logic in other words). Probably doesn't equate to 2 for 1 though since the outsourcing is going to cost what it costs regardless.
 

Mesoian

Member
During primary production of a full game, where say you have 20 characters - does efficiency related to economy of scale kick in? In other words, is making a single DLC character likely to be more expensive than 2 characters created at the same time during primary game development?

Honestly, I don't know. I suppose you have to factor in your business partners, release schedules, licensing issues.

I remember a discussion about future fighting games and the concept of there being a League of Legends type deal, where the initial game is something like, 10 characters and 4 maps for $20, then a new character is released as DLC each week. I think, in the end, everyone involved passed the idea off as a logistical and balancing nightmare, but...still, it'd be interesting to see if there's fruit in that idea.

as a sound engineer, it certainly doesn't cost that much to record a few lines and implement them in the manner typically seen in fighting games.

Sure.

But how much would you charge?
 
The price on QA is right if its outsourcing. It would be cheaper if they have in house QA, but during downtime aka no projects, they still got to be paid. Short term, it saves them more money. The 48k for staff is really low. They really aren't making that much, $600 per person per week. Wow.
 

ferr

Member
Their expenses are inflated to the max. This irks me about big studios. Some of the best games of 1983 were made by 1 person, where'd that go?!
 
as a sound engineer, it certainly doesn't cost that much to record a few lines and implement them in the manner typically seen in fighting games.

What about SFX for her attacks/specials?

I guess there's also her voiced story mode too, though that's just more lines, I'm guessing
 

JordanN

Banned
Their expenses are inflated to the max. This irks me about big studios. Some of the best games of 1983 were made by 1 person, where'd that go?!
Standards have risen that it's unreasonable to ask one person to make a game without it looking like crap/being full of bugginess in such short time.
 

Ravidrath

Member
Hey, so as soon as I launch this thing, I'll answer questions in here.

Hitbox contracting sounds like something you can automate?

If you want awful hitboxes that lack any sense of design or balance, sure.


$30,000: Animation and Clean-up Contracting
That is a bit expensive, but it's the costs of outsourcing, not to mention that clean up is pretty costly.

Thanks for your analysis, but I wanted to correct this bit...

This is ridiculously cheap. We can only afford to pay around half of what other developers pay per frame, and ask for a lot more. The only upside for them (if there is one) is that since we have so many frames that one can get more assignments than one might be able to on another project.

We pay $20 per frame for animation and clean-up ($10 for each), and we estimate Squigly will have around 1500 frames.

Why do people agree to it? Because a lot of them are art students looking to get some work on their resume, or they want to work on the game. Like, we had an animator on Korra helping us out in the early days of the game's production.

as a sound engineer, it certainly doesn't cost that much to record a few lines and implement them in the manner typically seen in fighting games.

Implementing sound is a lot of work - I'd estimate Vince spent at least 100 hours per character on the original game, recording and creating sounds and scripting them all in our super-detailed fighting game scripting system.
 

Articalys

Member
To expand on this point, here's a set of videos taken from SG at AOD2013 talking specifically with the animators of the game about the art process and what goes into making each character. It gets more relevant in the second half but definitely check out Parts 6(second half) to Part 9 where it goes into everything from sound design to the development of Squigly herself.

https://www.youtube.com/watch?v=ShC1o2SwkkI&list=PLyv08xUBuVkKMtgq47JwntBt87QSwqZzo

May be enlightening to some who underestimate the amount of work that goes into making a character and whether these prices are justified.

Thanks Sloth
Thanks for posting this, btw. I was at AOD but wasn't able to stick around long enough for this panel (which was sometime like 10pm at night).
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
Wow at the amount of hyperbole and unjustified hate on this thread.

You have people being paid an incredibly low salary by videogame standards AND Los Angeles standards in order to bring you something that they believe in and you still have random game fan bitching about the cost and the good old "nobody gives a shit about this game"

Unfucking believable.
 
Hey Rav, I remember it being mentioned that there are more TF2 hats in the works, right? Do you know if we'll get them if we get the game via the funding campaign? I'll gladly drop the $30 later today if so.
 

Ravidrath

Member
An actress at industry rates is around $2400 for a 4 hour session.

Our are cheaper than that because they're non-SAG, but we also have to pay for studio time and voice director time.

Also, Squigly's parasite Leviathan needs a voice, too. So that's to cover two actors, not just one.


Hey Rav, I remember it being mentioned that there are more TF2 hats in the works, right? Do you know if we'll get them if we get the game via the funding campaign? I'll gladly drop the $30 later today if so.

Yes, and there's a hat that's exclusive only to the funding campaign, as well.
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
Arent there some stipulations regarding game voice work that it has to be done by an actor/actress that is part of the union? I remember back at EA we wanted to use in-studio people but we werent actually allowed to.
 
Wow! GAF wants new innovative games with great gameplay and great visuals/audio.... for $1.

I'm seriously at a loss of words at some of the posts in this thread. The people who create the games we love should be paid and paid well.
 

joe2187

Banned
So how do the pre-orders work? Do we get a PSN download code once it's complete?

Once she's done, she's free....for everyone for three months, anyone will be able to download her.

After three months they slap a price tag on her DLC, but everyone who's already downloaded her will already have her at no extra cost.
 

Ravidrath

Member
So how do the pre-orders work? Do we get a PSN download code once it's complete?

Because buying codes from MS and Sony is really expensive, initially the unlock code will be released free, and three months later the price will be increased to $5.

And just like with anything else, if you "buy" it when it's free, you don't have to pay $5 later when the price goes up.
 

-PXG-

Member
I'm glad GAF doesn't run a studio. Y'all would pay me a nickle and give me a coupon for a cheese sandwich.

Yes. Development is expensive. FYI, it's hard work and people need to be paid for what the produce and the time they put in it.
 

Kai Dracon

Writing a dinosaur space opera symphony
Way too extreme.
$4,000: Voice recording? Have somebody from the office do it for free.

- have someone from the office do it = the public bitching about shitty amateur voice acting recorded over a tin can.

- reveal how much professional work costs = the public bitching about how much money is being wasted.
 

Mesoian

Member

Everything above, plus: A Steam code for the PC release, An exclusive Leviathan Team Fortress 2 hat, Exclusive PC beta access, DLC forum access, A “Backer” title in the Contributors Credits.

::GASP!::

1339238228094.gif


Take my money guys.
 

Takuan

Member
Anyone with a lick of business sense wouldn't be making video games, they'd be in banking.

The only real problem with the game's finances come from their publisher getting sued which cut off their salaries. If they had been able to continue working on the game like they'd originally planned, they wouldn't have had to seek crowdfunding, the roster would likely be at 11 or 12 by now, and the PC version could possibly be out already as well. In short, there's nothing really wrong with their business model.
I probably should've been more specific. Given their current financial situation, 150K to create a single DLC character for a niche fighting game doesn't seem like a sound idea, especially considering how little they're paying their staff. Again, I admire their dedication and self-sacrifice, but it seems like an awful lot of struggle for very little reward, if any.
 

-PXG-

Member
10 grand for first party certification? That is just obscene.

It's one reason why console devs have a hard time patching their games.

Also, I imagine the Arcade/Core limitation for patches is still an issue for XBLA games. In fact, it was an issue for this game too.
 

AzaK

Member
This is regarding Skullgirls. The developers want 150,000$ to make a new character, and they are hoping to introduce some bug fixes and balance tweaks.



http://kotaku.com/5986592/it-will-b...s-to-add-one-new-character-to-a-fighting-game

That is extreme. But what do the 8 people mentioned in the staff salary do for the 10 week period, since animation, voice recording, hit box, qa, etc. is outsourced?

And 20,000$ for QA for a character sounds like a lot -- what exactly does this process involve?

5,000$ for audio for a single character also sounds like a lot. As well as 10,000 for 1st party certification.

I'm not trying to imply that they are lying, or something like that, just that I do not understand the game industry.

EDIT: Check out a video on their art process;
Shit costs. You think talented people work for peanut butter sandwiches?
 
I probably should've been more specific. Given their current financial situation, 150K to create a single DLC character for a niche fighting game doesn't seem like a sound idea, especially considering how little they're paying their staff. Again, I admire their dedication and self-sacrifice, but it seems like an awful lot of struggle for very little reward, if any.

Right now this is their career, so the reasoning is either try to make something happen with it, or get a new job.

There were a lot of initial setbacks, but assuming they can get some momentum going and actually release some new content, a new character and the PC release, that will likely open the door for them to continue to work without having to crowdfund, basically they'll be back on track to how it should have been a year ago.
 

Ravidrath

Member
I probably should've been more specific. Given their current financial situation, 150K to create a single DLC character for a niche fighting game doesn't seem like a sound idea, especially considering how little they're paying their staff. Again, I admire their dedication and self-sacrifice, but it seems like an awful lot of struggle for very little reward, if any.

We're working to sign other projects, too - this is just a bridge until Autumn's financial situation is resolved and they pay us what it actually costs to make characters, or until we sign another project.
 

Mesoian

Member
10 grand for first party certification? That is just obscene.

You have no idea. There's a really interesting giantbombcast from e3 about 2 years ago when they had Jenovah Chen, John Blow, and the at-the-time head of XBOX online operations, and all of the developers at the podcast TORE INTO HIM about how shitty the practices for treating developers were. It was fascinating, but they're really really awful, and the cost often prohibits devs from patching or updating their games.
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
I probably should've been more specific. Given their current financial situation, 150K to create a single DLC character for a niche fighting game doesn't seem like a sound idea, especially considering how little they're paying their staff. Again, I admire their dedication and self-sacrifice, but it seems like an awful lot of struggle for very little reward, if any.

Its videogames. If it was easy, more people would do it. Its a passion, these people love to make games and will do what they can to make it happen. You think indie startups are formed because it makes business sense? Its not a sound idea because things born out of passion and desire to expand ones craft usually arent.

If you want business sense, go to the medical field. All the money you can possibly want is there.
 

alstein

Member
Just put $30 down. Hope it's enough.

Never used kickstarter/indiegogo before this month- put down for 3 projects this month (This, At the Gates, Cryamore)
 
I guess; but the general creepy animu because lets be honest, the character design makes it look like the entire game is a side project for one of those creepy hentai books makes it impossible to sell to the general public.


Which was disappointing cause this was hyped to be a non fan service type of game.
 

alstein

Member
Which was disappointing cause this was hyped to be a non fan service type of game.

It's fan service, but it's not CREEPY. It's the good kind of fan service.

I really wonder if a good part of the appeal to the Japanese is that this is a western animation game- so the art style is something different to them than what they keep getting.
 
I'm glad GAF doesn't run a studio. Y'all would pay me a nickle and give me a coupon for a cheese sandwich.

Yes. Development is expensive. FYI, it's hard work and people need to be paid for what the produce and the time they put in it.
Who do you think they are, Gamestop?
 

Mesoian

Member
Good news $25k in the first hour

Bad news: all the high end rewards are taken, they didn't offer enough.

Can you extend that stuff? Most of the high end stuff seemed pretty reasonable to deliever on. Or is it closed as soon as you finalize the gogo...thing?
 
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