It's called reading the article linked in the OP. hthAre you shitting me right now? Of course they'll be doing their jobs. I was talking about specifics. I want to see how those 3200 hours were budgeted.
It's called reading the article linked in the OP. hthAre you shitting me right now? Of course they'll be doing their jobs. I was talking about specifics. I want to see how those 3200 hours were budgeted.
One of the localization staff on Capcom tweeted recently (wish I could remember the exact tweet, I'm trying to find it again too) that $150k would get you one of Ryu's hands in SFIV.Huh, what an interesting article. Let's just check the comments...
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... Wow.
No wonder no one wants to 2d animate anymore.
Shit dude 60 dollars is too much, i can get that to you fully colored and shaded in a blink of an eye for five bucks.I could do that in my sleep, during the weekend, for like $60 tops. I have a Casio keyboard and a computer if you need music and sound effects.
Let's see your portfolio.
Clearly they were paying for certification eight times over.Btw, $150k a pop means the character budget for this indie game was $2.85 million.
I don't think you understand. They gave a line item budget. The first part of the line item budget, the largest line item, is incredibly vague. While I understand that it takes SHITLOADS of work to make a game, I do not believe that 3200 hours is an appropriate time budget for a single character, considering the outsourcing and hitbox contractor budget. I am simply pointing that out.
So many people are jumping down my throat because they think I'm incompetent enough to think this shit costs nothing. I'm not, so stop being assholes about it. I just want a breakdown of the largest portion of a line item budget for a crowdfunded project.
Shit dude 60 dollars is too much, i can get that to you fully colored and shaded in a blink of an eye for five bucks.
I downloaded a soundpack of Street Fighter 2 if ya'll need any professional voice work.
By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.
What is the basis of your skepticism? There are plenty of people who have corroborated this information, all of whom are in a better position to know these things than us in the peanut gallery. There is no evidence that people are lying about this.
Unless you have a reason to be skeptical in the face of evidence pointing otherwise, your skepticism is illogical and unreasonable. Skepticism is only useful if it has a solid logical basis. Yet, you haven't given any reason for your skepticism. You have admitted that you don't know anything about fighting game development. So, why are you so skeptical?
Shit dude 60 dollars is too much, i can get that to you fully colored and shaded in a blink of an eye for five bucks.
I downloaded a soundpack of Street Fighter 2 if ya'll need any professional voice work.
Let's see your portfolio.
Not good enough, im going to need to know their exact schedule down to the hour for those two and a half months before I can even begin to consider this reasonable.By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.
Not good enough, im going to need to know their exact schedule down to the hour for those two and a half months before I can even begin to consider this reasonable.
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.
I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.
I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.
The problem with a lot of the comments regarding this is pretty simple. They are posted by kids, teens, and some adults with little education in typical business subjects. They lack any form of business acumen yet presume they have the authority and expertise to comment "factually" on matters such as this.
Armchair business men. I have little time for them.
By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.
I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.
I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.
But given that multiple people with actual experience have popped up and said multiple times that this budget checks out, your skepticism just comes across as being willfully obtuse.
Actually I was being sarcastic. You missed that.Sarcasm meter, etc
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.
I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.
and there's no room for improvement with better budgeting and better project management?
I could do that in my sleep, during the weekend, for like $60 tops. I have a Casio keyboard and a computer if you need music and sound effects too. Let's say, $40 extra for that and a couple of beers if you have some.
and there's no room for improvement with better budgeting and better project management?
Here's a video, that very simply breaks down all the man hours
http://www.youtube.com/watch?v=5VkDXBsIXso
See now I'm confused. Now I'm no marketing expert and I'm definitely not the smartest guy in what for what costs. Anyways how do you make a profit on a game if it actually takes this much money to make even just a single character. I don't mind looking like the stupid one here, but the way I'm seeing it unless the game looks low budget then it would need to sell like 1mill to even make the money back of what it costs to make it. I know how movies work with their budgets and how they make their money back, but video games will always be a big question mark to me.
Let's just say after seeing this I'm glad that my major is in animation and not video games.
My company uses a room the size of a walk-in closet, a moderate metal microphone, a screen in front of that microphone, and a small 1'x1'x1' box made out of cut out egg-crate foam. Total cost? Less than 100 dollars on Amazon. Voice quality? Just as good as any other thing you'll hear in a video game. You really do not need to rent a studio if you just use some elbow grease.most likely takes into account renting studio time, which is not cheap.
The breakdown is right on the IndieGoGo page, why were people even debating it.
Im not sure what you and LittleGator are looking for between an artist who worked on the game in this very thread breaking it down, articles linked where people actually in the industry say this is reasonable, and multiple posts linking to videos of the team breaking down the work process, and people explaining multiple times why a fighting game might be more programming/qa intensive than other projects (this is a character that has to be able to react to every other character in every possible scenario with no bugs) amongst other posts that isnt satisfying your questions.because it has to be one of those two extremes.
My company uses a room the size of a walk-in closet, a moderate metal microphone, a screen in front of that microphone, and a small 1'x1'x1' box made out of cut out egg-crate foam. Total cost? Less than 100 dollars on Amazon. Voice quality? Just as good as any other thing you'll hear in a video game. You really do not need to rent a studio if you just use some elbow grease.
can someone put these guys on making an animated series instead of being forced to work on another everyman 2d fighter
id watch the shit out of that
My company uses a room the size of a walk-in closet, a moderate metal microphone, a screen in front of that microphone, and a small 1'x1'x1' box made out of cut out egg-crate foam. Total cost? Less than 100 dollars on Amazon. Voice quality? Just as good as any other thing you'll hear in a video game. You really do not need to rent a studio if you just use some elbow grease.
Here's a video, that very simply breaks down all the man hours
http://www.youtube.com/watch?v=5VkDXBsIXso
Not the best discussion to troll/joke around.
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Forced?
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.
Games are expensive, no doubt.
But...10 weeks x 40 hours x 8 people = 3200 man hours. Lets say they dedicate only 25% of their time to actual work.
800 hours. For one character. At a certain point you gotta stop saying "That's just how it is" and look at your roadblocks.
can someone put these guys on making an animated series instead of being forced to work on another everyman 2d fighter
id watch the shit out of that
Games are expensive, no doubt.
But...10 weeks x 40 hours x 8 people = 3200 man hours. Lets say they dedicate only 25% of their time to actual work.
800 hours. For one character. At a certain point you gotta stop saying "That's just how it is" and look at your roadblocks.
This would take me like a month, tops.