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.
This is something I always want to do if I make a game. Get some practice and voice the characters yourself.
You are implying, and it sounds like a lot because it is. Maybe Kotaku will hire you.
This video really needs to be put into the OP for some perspective.
I did some digging and learned alot about some of the budgets for other animated projects.
Huh, two posts got deleted?
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.
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.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?
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?
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.
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.
Tell me you're trolling.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.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?!
I think he's just reminiscing.Tell me you're trolling.
Hitbox contracting sounds like something you can automate?
$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.
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.
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).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
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.
An actress at industry rates is around $2400 for a 4 hour session.
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.
Yeah, I saw that one. Count me in! I need to play more Skullgirls anyway, even if I'm abysmal at it. Plus I like you guys :3Yes, and there's a hat that's exclusive only to the funding campaign, as well.
So how do the pre-orders work? Do we get a PSN download code once it's complete?
So how do the pre-orders work? Do we get a PSN download code once it's complete?
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?!
Way too extreme.
$4,000: Voice recording? Have somebody from the office do it for free.
Everything above, plus: A Steam code for the PC release, An exclusive Leviathan Team Fortress 2 hat, Exclusive PC beta access, DLC forum access, A Backer title in the Contributors Credits.
I probably should've been more specific. Given their current financial situation, 150K to create a single DLC character for a niche fighting game doesn't seem like a sound idea, especially considering how little they're paying their staff. Again, I admire their dedication and self-sacrifice, but it seems like an awful lot of struggle for very little reward, if any.Anyone with a lick of business sense wouldn't be making video games, they'd be in banking.
The only real problem with the game's finances come from their publisher getting sued which cut off their salaries. If they had been able to continue working on the game like they'd originally planned, they wouldn't have had to seek crowdfunding, the roster would likely be at 11 or 12 by now, and the PC version could possibly be out already as well. In short, there's nothing really wrong with their business model.
10 grand for first party certification? That is just obscene.
Shit costs. You think talented people work for peanut butter sandwiches?This is regarding Skullgirls. The developers want 150,000$ 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;
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.
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.
10 grand for first party certification? That is just obscene.
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.
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.
Which was disappointing cause this was hyped to be a non fan service type of game.
Who do you think they are, Gamestop?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.
Good news $25k in the first hour
Bad news: all the high end rewards are taken, they didn't offer enough.