Seriously, between this and the (somehow still active) loli thread, I'm going to mock anyone who thinks all GAF posters are superior to posters from A N Other website.
Also please consider that a fair number of people who do know this stuff are staying far the fuck away from these awful, awful threads
The voice-over for Bastion was done in a bedroom, with bedsheets as sound-proofing.
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
The voice-over for Bastion was done in a bedroom, with bedsheets as sound-proofing.
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
Yes, bad management is why people are getting paid $600/week. Well done, you world class management expert.The voice-over for Bastion was done in a bedroom, with bedsheets as sound-proofing.
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
This thread constantly delivers.The voice-over for Bastion was done in a bedroom, with bedsheets as sound-proofing.
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
To you or anyone else bitching about GAF having some users who are ignorant on some subject: do most other forums have knowledgeable people readily available to correct misinformation like GAF does? Seriously, I've seen some dumb shit said out of ignorance in many areas that I have higher than normal knowledge on, doesn't mean I start shitting on GAF or going with subtle attacks on the intelligence of others.
Seriously, between this and the (somehow still active) loli thread, I'm going to mock anyone who thinks all GAF posters are superior to posters from A N Other website.
This thread constantly delivers.
Well shit, now that we know, recording studios are completely obsolete. We can just record podcasts and band music in our bedroom as well.
Anyone wanna record in my bedroom? $50 an hour, free soda.
It really does.This thread constantly delivers.
Of course, doesn't that explain why there are so many 3D CGI animated movies? Also it's much harder work to tweak around little animations.
So 2d art cost more than 3d?
Why is everyone comparing different games as if they're the same? That's not how things work.
Anyway, I'll admonish myself for my bad management and hope I improve, and pass your feedback on to the rest of the industry.
The voice-over for Bastion was done in a bedroom, with bedsheets as sound-proofing.
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
EDIT. Read above posts and sort of retract my statement...
Still, there's got to be some way of actually making the process easier, like hitboxes, can't they be automatically designed based on the sprites?
Still, there's got to be some way of actually making the process easier, like hitboxes, can't they be automatically designed based on the sprites?
Well I can't speak for Skullgirls, but how much dialogue is in that game compared to Bastion? I'm not hating, not at all.
I'm personally really interested in getting into the industry, especially since I have some background in budget management, so to me it's just so foreign since I've myself cut corners here and there by doing the less important stuff myself.
Still, not really my place to judge, I'm mostly surprised, that's all.
The voice-over for Bastion was done in a bedroom, with bedsheets as sound-proofing.
And I'm not truly buying those numbers, and if they are true, it's got to be bad management (no matter how standard they are, it's still ridiculous).
EDIT. Read above posts and sort of retract my statement...
Still, there's got to be some way of actually making the process easier, like hitboxes, can't they be automatically designed based on the sprites?
Wow, most times I've been quoted in one day.
Well I can't speak for Skullgirls, but how much dialogue is in that game compared to Bastion? I'm not hating, not at all.
I'm personally really interested in getting into the industry, especially since I have some background in budget management, so to me it's just so foreign since I've myself cut corners here and there by doing the less important stuff myself.
Still, not really my place to judge, I'm mostly surprised, that's all.
This thread constantly delivers.
paths being created are just sprites flying upwards.
I always wondered how they achieved that effect and can't believe I didn't think of something so simple.
Did you also know Bastion cuts a lot of corners? No one besides The Kid has a run animation, NPCs just stand around like a statue, enemies either float or teleport, paths being created are just sprites flying upwards. There really isn't a lot of animation in that game and animation is hella expensive.
...So you admit that you don't actually know what you're talking about, after calling me a terrible manager? That's reassuring, I guess.
Skullgirls has a lot less dialogue than Bastion did, but a lot for a fighting game.
The costs for voices include the voice actors, studio rental time, and paying the voice director. And we're not using expensive things - we're using pros, but pros with good bang for the buck.
Still, there's got to be some way of actually making the process easier, like hitboxes, can't they be automatically designed based on the sprites?
So I read up on it and I apologize.
Indie creativity(tm) is magic.
That said, Skullgirls is NOT an indie game, and Lab Zero is NOT an indie developer.
Ok, well i decided to check some youtube videos of this game. Am not saying those character don`t deserve or need that much money. I do see from this thread that it is very difficult to make fighting game.
But character art style looks really bad to me. That alone blows my brain, that art like that goes into something that costs that much. Holy shit at today`s game industry.
It is matter of taste. Obviously a lot of people like the game, but wow just wow.
I'm not saying you're a bad manager, or that I know or don't know how it works in the industry. What I'm saying is that if something's not working, you find a way to make it work.
So you did find a way to make it work? Great for you, but then there's no need to take offense by someone like me, who's obviously not as knowledgeable about the process of making a game.
I'm not saying you're a bad manager, or that I know or don't know how it works in the industry. What I'm saying is that if something's not working, you find a way to make it work.
So you did find a way to make it work? Great for you, but then there's no need to take offense by someone like me, who's obviously not as knowledgeable about the process of making a game.
Do whatever makes you guys and the fans happy, that's all.
While many people describe studios as being cheap, only around half the budget is often given to the anime studio, with the rest going to broadcasters and other contributing companies. The broadcast costs are surprisingly high – according to blogger, ghostlightning – at about 50 million yen for a late-night timeslot across 5-7 stations for a 52 episode series. You can see why anime can be an expensive business. For example, Full Metal Alchemist, which had a 6pm Saturday slot had a total budget of 500 million yen (before additional costs).
Generally, especially for TV, anime will be animated at 2:s, which means 1 drawing lasts for two frames (equating to 12 drawings per second), but sometimes animation is done at 1:s (24 frames every second) or 3:s. If every second of an anime was animated at even 2:s that would involve using around 15000 drawings for an episode! In reality, because many shots have cels as static, or because many scenes don’t necessarily require fluid movement, the average anime will have around 3000 frames/drawings. That’s still a lot of drawings! Often (especially lately), directors or producers will boast that their anime has “10,000 drawings for an episode!” or something to that effect, which is fairly impressive but doesn’t necessarily mean the episode is better. For example, apparently the first episode of Evangelion used only 700 animation frames, while Angel Beats used around 11,000 in episode one! A good director can work wonders with fewer frames using interesting scene compositions and shortcuts. Often, directors or studios will manage their budget by putting a limit on the number of drawings that can go into a single episode.
...Ok, well i decided to check some youtube videos of this game. Am not saying those character don`t deserve or need that much money. I do see from this thread that it is very difficult to make fighting game.
But character art style looks really bad to me. That alone blows my brain, that art like that goes into something that costs that much. Holy shit at today`s game industry.
It is matter of taste. Obviously a lot of people like the game, but wow just wow.
Are you doing the grave digger dance or something while you say this?
Doubling down is silly here. Devils advocate logic is silly here, even if you keep claiming lack of knowledge. That's an excuse to hide behind.
Your expertise isn't in this. Mine isn't either. We both shouldn't talk about it. Seem fair?
We're not? Why is that?
Why not? Sure we are definitely stepping on toes and hurting people in the process, but was not my intent.
I'm definitely sorry for hurting anyone who's part of the creative process of creating Skullgirls, but I'm mostly just surprised.
I thought you weren't, I dunno. I'll rescind if you think I'm wrong, I'm not well versed on what makes an indie an indie.
You're welcome to make an argument for or against.
Same. Though cringe-inducing at times (bedroom recording? Fucking mugen!?) I'm glad this is now being discussed transparently. I absolutely have a newfound respect for the industry and the costs involved in making these games. I really had no idea.Well anyway I learned a lot so thanks Ravidrath.
...
Well, that wasn't insulting at all.
Well shit, now that we know, recording studios are completely obsolete. We can just record podcasts and band music in our bedroom as well.
Anyone wanna record in my bedroom? $50 an hour, free soda.
Because this thread is/was full of people who have had the same surprise as you, but presented it in wildly different ways.
Many people with different forms of expertise claimed they could do better/faster/cheaper.
Evidence from many noteworthy devs came saying the cost is not only fair, but cheap comparatively.
Some people with those different forms of expertise tried out the process just to see. They realized their error and moved on.
Tldr; why not? Because this conversation has been had before, many times, and it's not worth having anymore. Your intent is unimportant.
Same. Though cringe-inducing at times (bedroom recording? Fucking mugen!?) I'm glad this is now being discussed transparently. I absolutely have a newfound respect for the industry and the costs involved in making these games. I really had no idea.
Every developer, whether indie or AAA, wants to save money. When we see the ingenuity of smaller devs like the ones behind Bastion, $4000 on a handful of one liners and grunts is excessive and unnecessary. That's why we're skeptical.
Sarcastic replies like this aren't helpful either.
Every developer, whether indie or AAA, wants to save money. When we see the ingenuity of smaller devs like the ones behind Bastion, $4000 on a handful of one liners and grunts is excessive and unnecessary. That's why we're skeptical.
It's sort of like when Bungie showed how they were bug-testing Halo 3, and the guy would just stand and jump 30 times on every place on the map because it could cause the game to crash. Like that whole process to me was just "wtf".
Sarcastic replies like this aren't helpful either.
Every developer, whether indie or AAA, wants to save money. When we see the ingenuity of smaller devs like the ones behind Bastion, $4000 on a handful of one liners and grunts is excessive and unnecessary. That's why we're skeptical.
I'm not saying you're a bad manager, or that I know or don't know how it works in the industry. What I'm saying is that if something's not working, you find a way to make it work.
I mean, we don't have any money. That's pretty indie, right?
We don't have an office, and are all working from home. That's totally indie.
Actually, the best thing I've been able to come up with that distinguishes and indie studio from an independent studio is whether or not they have dedicated IT staff.
While I did come up with this at the bar with one of the Skulls of the Shogun programmers, it basically boils down to this: if you need full-time staff to maintain the company infrastructure, you're not longer small enough to be "indie."
Sarcastic replies like this aren't helpful either.
Every developer, whether indie or AAA, wants to save money. When we see the ingenuity of smaller devs like the ones behind Bastion, $4000 on a handful of one liners and grunts is excessive and unnecessary. That's why we're skeptical.