You do realize only degenerate morons use Twitter?
You've never been to a convention? I started using Twitter after I realized how useful it was during PAX.
You do realize only degenerate morons use Twitter?
>100k before tax (though there's a lot of tax in Sweden), and the 3DS sales are still very strong
Hey, you should hire Fudgepuppy - he's Swedish and absolutely brimming with ideas.
Can't wait for his revolutionary Perfect Animation Button technology to come into fruition, you guys would be saved a lot of cash
Just for fun, and to cheer up people depressed by high development costs I'll throw in the cost for Gunman Clive. Not to claim it's comparable at all to Skull Girls or some other games mentioned; it's a ridiculously small game and extremely cheaply made, but still well recieved.
For the original iOS/Android vesions I spent about four months. I had a fairly robust prototype before, but I'm hesistant to include that in the costs, since some of it was done years ago, but let's add one month, then another month for patching and doing the PC version.
So 6 months of very conservative living expenses ≈ $10k.
About 1500$ for hardware, (a couple of android devices, an iPad, a mac mini)
For the 3DS version there was maybe 10k in external costs (SDK, age ratings etc), and about 5 months between getting the SDK and the game passing lotcheck ≈ $8k (it wasn't really anywhere near 5 months of actual work, but I was very lazy during this period, and there were various waiting times)
total: <30k
Now imagine that you're not even working on a decent project. Pretend you're working on let's say, Littlest Pet Shop.
...
Seriously though, there are a ton of posts in this thread that should be required reading for anyone who has any sort of interest in the business aspect of the games industry. Great job guys.
You've never been to a convention? I started using Twitter after I realized how useful it was during PAX.
I was going to say that this is not really fair, because nobody would work on high quality stuff for 20k a year, you probably did that because you saw it as some kind of stepping stone, not as a decent job.
But then I figured that the whole problem of this thread is probably not really that people are shocked about the costs of normal game development (although I guess that too), but that the devs went to kickstarter (/ indiegogo). In many people's eyes you resort to crowdfunding when you can't find an investor that thinks it's a good investment (and pay you a decent living). Therefore they more or less expect the devs in a crowdfunding project to make a paltry living, because they do it even though it may not be a good business idea.
That crowdfunding can be a way to remain independent without going the investor route is probably something that people still need to get accustomed to.
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.
As shitty as this thread has been at times, it's also been fucking amazing, with Ravi and so many more making awesome posts.
Awful thread turns into awesome thread. Love you guys.
Good to know. Were you developing everything by yourself only?Just for fun, and to cheer up people depressed by high development costs I'll throw in the cost for Gunman Clive. Not to claim it's comparable at all to Skull Girls or some other games mentioned; it's a ridiculously small game and extremely cheaply made, but still well recieved.
For the original iOS/Android vesions I spent about four months. I had a fairly robust prototype before, but I'm hesistant to include that in the costs, since some of it was done years ago, but let's add one month, then another month for patching and doing the PC version.
So 6 months of very conservative living expenses ≈ $10k.
About 1500$ for hardware, (a couple of android devices, an iPad, a mac mini)
For the 3DS version there was maybe 10k in external costs (SDK, age ratings etc), and about 5 months between getting the SDK and the game passing lotcheck ≈ $8k (it wasn't really anywhere near 5 months of actual work, but I was very lazy during this period, and there were various waiting times)
total: <30k
Last week, I left the game industry after 9+ years full-time (and several more freelance). Ravidrath told me I was making a terrible decision and tried to convince me to stay.
Then he made this thread.
WHICH IS IT, RAVI?!
Just bought Skullgirls on XBLA because of this thread.
Just bought Skullgirls on XBLA because of this thread.
Just bought Skullgirls on XBLA because of this thread.
I will be doing the same once it's out on PC.
Good to know. Were you developing everything by yourself only?
It's not excessive or unnecessary. Good sound quality can cost great money. It's not even a shortcut here either, considering that they would then have to pay an engineer even more money to match and attain the quality they had when the original game was created.
It's a means to an end, but in no way shape form or fashion, is recording in a bedroom that isn't built for sound recording a substitute for getting it done professionally.
Can't wait for his revolutionary Perfect Animation Button technology to come into fruition, you guys would be saved a lot of cash
I don't think I tried to convince you to stay, I was just sad to see One Of the Good Ones leave. Especially for... that.
Thanks a ton, man.
...Now, I have to apologize for the 360 version's load times and the fact that the patch has been held up by MS for more than 3 months at this point. :\
Out of curiosity, Is it a C# XNA game?
No, it's C++.
The way we were accessing our files is really slow on a number of X360s, for some reason. Depends on the model of the unit, the HDD state, etc.
We've gotten reports of load times between 7-120 seconds, and none of that showed up in the testing environment.
Yeah, people don't seem to get that game development is...
1. Probably the hardest software development there is that isn't, like, for the military or NASA - you have to get very disparate types of people (artists, programmers, designers, producers) to work together on a common goal that is quality-based, and a failure on any of their parts can ruin the entire product
2. Game developers generally get paid a lot less than they could in other fields, and they're OK with that because the love making games
And as a QA tester, I'll add that:
Ya, you have to do that. Everywhere. on Every map. With every characters.
So now a fighting game? I never did one, but just to imagine one second just the shear mountain of work ONE more to a roster add, you might be surprised.
Just out of my head like that...
You might have to:
Try EVERY move of that new one against EVERY others characters.
Multiple times.
In a combo.
Why not depending of health percentage?
The position?
Is the enemy defending? Crouching? Already hitten?
What if you spam every move?
What if there hurtbox collision? Is there priority to set? (I don't know how that game work)
Does the hitbox work correctly? Against every move remember! EVERY.
And now repeat that on all stages.
And If there is multiple color skin, may god help the QA testers.
20'000$ for all that in a month? Seriously, I'm impressed.
(Oh and, Repeat all that for every build or patch the develloper do. Yep.)
I'll try not to derail this, but I gotta ask: What kind of background experience you had coming in to Gunman Clive? ~6 months on the iOS/Android release is pretty typical from what I read, but I felt so amateur not being able to pull something decent within a 6 month window.Yes, except for music, which my brother did for free.
I also want to add, this would be just for feature implementation testing. You may still end up with a round of QA stuff that is just general "playtest until you find bugs, replicate and report" testing.And as a QA tester, I'll add that:
Ya, you have to do that. Everywhere. on Every map. With every characters.
So now a fighting game? I never did one, but just to imagine one second just the shear mountain of work ONE more to a roster add, you might be surprised.
Just out of my head like that...
You might have to:
Try EVERY move of that new one against EVERY others characters.
Multiple times.
In a combo.
Why not depending of health percentage?
The position?
Is the enemy defending? Crouching? Already hitten?
What if you spam every move?
What if there hurtbox collision? Is there priority to set? (I don't know how that game work)
Does the hitbox work correctly? Against every move remember! EVERY.
And now repeat that on all stages.
And If there is multiple color skin, may god help the QA testers.
20'000$ for all that in a month? Seriously, I'm impressed.
(Oh and, Repeat all that for every build or patch the develloper do. Yep.)
a bunch of people exposing their real-world ignorance and being crushed by those with it.Is there Cliff notes for gaf threads?
Some of the posts on this page were very informative.
Is there Cliff notes for gaf threads?
Some of the posts on this page were very informative.
And of course that's the beauty of the postmortem. It gives us a chance to reminisce and occasionally vent.
It's actually interesting to look at how Capcom handled this back in the early RAM-constrained cartridge days. When spun by Zangief or hit by one of the other rolling throws they pretty much always used out of order (or reverse flipped) frames from the character's main "hit and slammed" animations that was used for knockdowns.
And of course that's the beauty of the postmortem. It gives us a chance to reminisce and occasionally vent.
I'll try not to derail this, but I gotta ask: What kind of background experience you had coming in to Gunman Clive? ~6 months on the iOS/Android release is pretty typical from what I read, but I felt so amateur not being able to pull something decent within a 6 month window.
I love how the actual developers in this thread are getting attacked for stating the obvious. Anybody who has ever worked on media should know that it isn't actually making the product that costs money, but all of the overhead that comes with it.
In some Kickstart related discussions around the net, people seem to think that the cost of making games comes from some magic hardware or software, when in reality it's mostly paying people's wages.
People are dumb sometimes.
Where i would expect people to sacrifice their wages some, is when the completed product is sold afterwards(from which the creator gets all the profits). Develop with ramen budget and hope that it pays off. It's a bit off to me if someone asks people to donate what is worth competitive salaries when the profits of the finished product is going fully to creator.
If budget is a concern, then maybe yes, there are ways of doing things really DIY.
Coding can be a slow process, animation can be a slow process, modelling can be an incredibly slow process.
Maybe a tool that makes it easier to create code which works more directly without the need to worry about it glitching in the most absurd ways possible? Maybe a tool that allows anyone to create a level with their hands and fingers, laying out textures based on the most simple cells and creating natural objects on random so they are all unique? Maybe a tool that allows anyone to sculpt a model with their hands?
And I said it could be because of bad management, because if they go online and talk about how they don't spend money on an office, or can't pay health insurance, then that sounds like something's not working the way it should, and that they are suffering because of it. If they aren't and if they are happy with their life's work, then who the fuck am I to be concerned about?
And maybe it's just because I'm a generally sarcastic guy, but the whole post about recording in a bedroom, was not dead-serious about how that's the way developers should do it. More a fun-fact that Supergiant Games, managed to create all of that amazing dialogue, in a bedroom with towels.
You just need to stop, like now. Aren't your arms tired from the massive hole you keep digging?
You just need to stop, like now. Aren't your arms tired from the massive hole you keep digging?
Seriously? Skip the rewards...