What do you do for a living?
Off topic but I work part time and spend the rest of my day drawing (and reading GAF). Hopefully can be hired before too long.
What do you do for a living?
Wow do they really sit there and draw every image? This is the 21st century lol. Surely there are tools which can take a image and animate it using simple parameters? Like for example you could highlight a mouth, create some vectors and manipulate it in a given way then track the changes to create an animation.
If there isn't I'm going to look into writing one, could be a earner
You can alias in "Wesley, get the hell off the bridge," to mean "Corrin, retreat", and it'll work just fine. = DSomeday I want to tell him get the hell off the bridge, Wesley in person.
Wow, I'm a little disappointed in the responses. Instead of disconnected, complete cynicism and arrogance. Damn, if people can do everything from making characters and sound effects for SG, maybe try hitting up Lab Zero with your portfolio.
Wow do they really sit there and draw every image? This is the 21st century lol. Surely there are tools which can take a image and animate it using simple parameters? Like for example you could highlight a mouth, create some vectors and manipulate it in a given way then track the changes to create an animation.
If there isn't I'm going to look into writing one, could be a earner
$48,000: Staff Salaries - 8 people for 10 weeks
$30,000: Animation and Clean-up Contracting, $2,000: Hit-box Contracting, $5,000: Audio Implementation Contracting
$4,000: Voice recording
$20,000: QA Testing
$10,000: 1st Party Certification, $10,500: IndieGoGo and Payment Processing Fees
$20,500: Manufacturing and Shipping Physical Rewards
I do kind of wonder if they aren't double counting. Are all these employees really working on this and nothing else for the duration? Or is this one of several projects?
Are their outsourcing costs only for this one project? Or part of a bundle/contract work.
How much did the original game cost then?
In your estimation, how much should it cost to make a professional quality XBLA/PSN game? With hand drawn graphics?Agreed, and everyone swallowed it down hook line and sinker. someone should ask them how much their entire game took to make.
In addition, the time spent to do a single character was 6 months, which explained why there were so few characters in KOF 12.I remember SNK saying that it cost them about $100K per character in the new style for KOFXII/KOFXIII.
And considering how broke SNK is (probably cutting corners as much as possible)... that number in the OP doesn't sound too unreasonable.
This is something I would expect a single artistically inclined modder could do his spare time for $0--not 8 "professionals" 10 weeks with most of the work contracted out.
Outsourcing and contract work for things like in-betweens in 2D animation of any kind is pretty much a necessity these days. The link Master Milk posted above does a pretty good job of explaining just how much time goes into drawing a single frame of animation.No one is saying that. The problem isn't what these people are paid, the problem is how many professionals are required to do the work (and then they still outsource so much).
How much will you license it for? Just for future reference when people want to bitch at you for how expensive it is
I remember SNK saying that it cost them about $100K per character in the new style for KOFXII/KOFXIII.
And considering how broke SNK is (probably cutting corners as much as possible)... that number in the OP doesn't sound too unreasonable.
In addition, the time spent to do a single character was 6 months, which explained why there were so few characters in KOF 12.
Yeah, I was trying to think about that as well. Didn't they also have to drop the character resolution for XIII, because keeping the same amount of detail from XII was just too expensive?
In addition, the time spent to do a single character was 6 months, which explained why there were so few characters in KOF 12.
Yeah, I was trying to think about that as well. Didn't they also have to drop the character resolution for XIII, because keeping the same amount of detail from XII was just too expensive?
Minimum wage here, so not much you can do about that, just surprised that you need 8 people to do a 2d character.
Why are you hiring people if your going to pay for other people to do all the work? Exactly what is the 8 staff mebers going to do for 8 weeks? Apparently not Animation, not hitbox or audio...so what?
Here you go: http://voice123.com/
once your done, can't you just let your staff do this?
Not much you can do here..
Seriously? Skip the rewards...
if you need something fast and cheap, then u can be a neogaf poster claiming to do voiceover off their usb mic and yell random grunts.
Yeah, I was trying to think about that as well. Didn't they also have to drop the character resolution for XIII, because keeping the same amount of detail from XII was just too expensive?
They're, you know, designing the character.
How does it work?
What moves does it have?
How does it interact with other characters? Specifically unique character-on-character interactions that change depending on the moves other characters have?
What combo and unique abilities does it have? How does it differentiate itself from other characters? What is its purpose for existing?
What dialog does it speak? What do the voice recorders actually need to record?
What in general should it look like? What is actually being animated?
People here seriously think they could do all this themselves in weeks or months?
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
I don't get those prices at all. Pretty sure I could design, model, rig, animate, do a theme song, record some grunts and do testing for single character in a year, even if I had to do a lot of learning along the way, and 150k is more than I could ever dream of making in even a year.
Then start.They don't have a place on their site about jobs, and given the recent layoffs I doubt they're looking to hire. But I've sent my portfolio to lots of places, just waiting for that lucky break.
But that's not the point. The point is that these Skullgirls characters are very simple. Design and model should easily be done in a week. I understand that the animations will need to be very fine tuned and precise, and I don't have in depth experience doing that, but still... boggles my mind that it could cost such an incredible amount. :/
I remember SNK saying that it cost them about $100K per character in the new style for KOFXII/KOFXIII.
And considering how broke SNK is (probably cutting corners as much as possible)... that number in the OP doesn't sound too unreasonable.
In this thread people do not understand paying people for the work they do and having to pay outsourcing, rent, equipment, and misc. costs vs modders who use usually prewritten tools to change in world assets, not make new stuff (although there are exceptions). If these prices are true then they do not surprise me at all.
Making games is easy and should be free, duh! Why would you want to get paid for your skills?
Lmao freeware to all Gaffers!
Seriously? Skip the rewards...
Don't even get me fucking started on this right here. You have no idea what you're talking about. The vast majority of the 4k isn't going to the actor anyway.Here you go: http://voice123.com/
What game are you talking about? Certainly not Skullgirls, a game where characters have 1300+ hand-drawn frames.
seems to me more like 8 people are being paid to do nothing.
Seriously, this is the face I've been making for half the posts in this thread.
Or, you know, people who are skeptical that it takes 8 people 10 weeks to design a single character in a niche fighting game.
I'm actually a voice actor in Skull Girls (one of the soldiers who steps in for Parasoul, at times). Trust me, they're quite thrifty about it...it was a smaller scale operation at a local place here in Burbank, WAY less costly than a lot of major recording studios, but still high quality. They're spending even less than I'll be spending on my technically smaller-scale project, as I've got Wil Wheaton and needed to drop a fair bit on a place that also acts as a SAG/AFTRA signatory.
it takes 8 people to do this, and its so involved that none of these 8 people can do the actual...work of making the character?
It just doesn't seem like a wise investment for only 1 character.
Minimum wage here, so not much you can do about that, just surprised that you need 8 people to do a 2d character.
Why are you hiring people if your going to pay for other people to do all the work? Exactly what is the 8 staff mebers going to do for 8 weeks? Apparently not Animation, not hitbox or audio...so what?
Here you go: http://voice123.com/
once your done, can't you just let your staff do this?
Not much you can do here..
Seriously? Skip the rewards...
seems to me more like 8 people are being paid to do nothing.
Okay, so how long do you think it'll take to make this mythical high-quality, professional grade software? How are you going to afford food and living expenses during this period?
Like I said in an earlier post, who do you think actually implements all these disparate elements into the actual game? Do you think it happens through magic? Do you think the voice actors say words that travel through the air and nestle themselves snugly in Skullgirls.exe?
Seems to me you don't know shit.
In a fighting game? Absolutely.The only part of those costs that seems kinda bogus to me is the $20,000 for QA testing a single character. QA testers make pretty much no money, right? Maybe like $10-15/hour. Does a single character really need 1000+ hours of QA?