Welcome to Indie...

Wipeout_DownWipeout_Down New Hampshire, Northeastern United StatesPosts: 21Member
edited August 2013 in General Discussion
...where finding creative ways to cut development costs without sacrificing Content and Gameplay is considered a virtue, not a cardinal sin!

Besides working for nothing, What do YOU do to keep costs down to a minimum and stay under your Budget?

For my Game I'm:
1) Looking to share Server Space with another Game; 50/50 or more Hours for the other Game.
2) Going Open Source as much as possible for the Soundtrack, Supporting Cast and Voice Acting(if any).
3) Keeping Character Assets mostly 2D, since 3D isn't absolutely necessary for Characters in the Genre.
4) Considering keeping Sound FX to a minimum; for instance, no little noises for changing Screens/Selecting.
5) Sacrificing Graphics in favor of Content, Customization and Gameplay.
6) Hiring non-Professionals(or Buying Cheap/Decent software) for Textual Translation into other Languages.
7) AND offering substantial Rev Shares to lower Salaries.

Ideally I'll land a Publisher willing to Contract for $150k+ over an 18-24mo Dev Cycle. However, since AAA Game Devs usually cost Millions of $, I don't think it's too unreasonable to shoot for a $250k+ Budget, when the aim is to turn out a AAA Indie Game Title which is part Console Version, part special MMOG. Foolish to hope for, certainly, but NOT unreasonable. Especially if my Rev Share and Salary as Game Designer and Lead Writer are going to be next t-o zip. Everybody hates an overpaid Executive, right?
Post edited by Wipeout_Down on

Comments

  • jtn0514jtn0514 Loganville,DCPosts: 142Member
    edited August 2013
    ............
    Post edited by jtn0514 on

  • RogueAIRogueAI Posts: 5Member
    The more you can learn yourself, the more you will save. Modeling, Texturing, Programming, Everything.

    My first game I made for $0 dollars. People can argue about profit viability all they want, it's made enough to net me a free Xbox One AND Playstation 4 when they're released. I think it's paid for itself.

    Don't knock good training. Some money here could save you massive dollars later. My second title will be 3d. this one site cost me $45 for the month. But I learned everything about 3D game modeling, texturing, low/hi poly, unwrap, etc.
    http://www.digitaltutors.com/11/index.php

    Good luck with yours!
  • Wipeout_DownWipeout_Down New Hampshire, Northeastern United StatesPosts: 21Member
    edited August 2013
    RogueAI said:
    The more you can learn yourself, the more you will save. Modeling, Texturing, Programming, Everything.

    Good luck with yours!
    I am very well aware of that. However, as Lead Writer I have 4-8mo. of Storyline work alone. I'll also be Lead Environments/Fonts/Tracks/UI Designer(+3-8mo.), Promoter(continuous), "templative" Programmer(+1-3mo.) and Director of Character Designs(+1-2mo.), Sound Design(+1mo.), Music(+1-3mo.) and Texturing/Visual Effects(+1mo.), among other things... Isn't that enough for one bloody person?!?

    Fortunately, the 3D Modelling is actually minimal for my Game, compared to most Games in general. Probably above average for a Racing Game, though. So it shouldn't be more than $25-45k to have all of the Modelling done. UI will probably be on par with that. 2D Character Assets shouldn't cost more than $10-20k in total. Still, if I pick up an additional Skill, it would probably be Modelling...

    It's the Programming that is going to cost a true fortune. I'm looking to break a lot of new ground - or at least go where AAA Dev Studios commonly do - so it would take me a couple of years to get up to speed in order to be any real help with the Programming. And forget Lead Programmer! The mind, she reels! And I've already sat on this Game Concept for four years, so I'm kinda set on not passing 7 years altogether...

    I'd wish you Bon Chance too, but you've already got the Skills and Experience, so you don't need it. If you fail, it's your own darn fault...
    Post edited by Wipeout_Down on
  • FloppyFloppy Posts: 132Member
    edited August 2013
    I totally agree with rogueAI, starting with small games is the best way to learn how to make them

    you should'nt invest any money if it's your first game. publishers may prefer to work with experienced game studios. but on Ouya, you can be your own publisher, and that's lot of fun :P

    did you checked gamesprout.com ? it's a great website if you got an interesting idea and if you're looking for partners to make a prototype.

    Post edited by Floppy on
    > great article on Ouya's current processor : http://www.ouyaly.com/?p=340

    > Anti piracy measures are needed and it doesn't haves to interfer with the concept of open console
    exemples of  fairly safe platforms: WiiWare , PSvita http://in.answers.yahoo.com/question/index?qid=20130220012123AAxLTVg 
  • Wipeout_DownWipeout_Down New Hampshire, Northeastern United StatesPosts: 21Member
    edited August 2013
    Floppy said:
    I totally agree with rogueAI, starting with small games is the best way to learn how to make them

    did you checked gamesprout.com ? it's a great website if you got an interesting idea and if you're looking for partners to make a prototype.

    I am aware of the conventional wisdom of starting small for your first Game Dev and I have 5-6 other ideas for Games, but none of them fall into a Genre which particularly interests me. I've been coming back to this one for about 4 years now, and that is unusual for me, so it is obviously the one I have the most personal drive for...

    I couldn't care less about self-Publishing. That just means anyone I team up with doesn't get paid along the way, and I don't like doing it that way. And practically no one with real Skills gives a darn about Rev Share, either. If I can "sell" the Concept to a Publisher and get some $ to work with, then potential Team Members can know going in that all their time and effort isn't going to be wasted. Not like there aren't plenty of Games in this Genre already, so I just need to show I have conceived of an original approach with more depth and better Gameplay...

    I think someone already referred my to that Site, but Thank You all the same. I'll consider it anew!*

    *Actually, I have to question how many skilled Professionals actually cruise Gamesprout looking for good ideas to help out on...? You might think, "Beggars can't be choosers", but even a Prototype of the special MMO Version will require an insane amount of high level Coding, and I don't want to get any help that can't go "all the way". This is a Commercial Project, after all. NDA, Contracts for completion, if not delivery...
    Post edited by Wipeout_Down on
  • FloppyFloppy Posts: 132Member
    edited August 2013
    haha good for you  :)
    Post edited by Floppy on
    > great article on Ouya's current processor : http://www.ouyaly.com/?p=340

    > Anti piracy measures are needed and it doesn't haves to interfer with the concept of open console
    exemples of  fairly safe platforms: WiiWare , PSvita http://in.answers.yahoo.com/question/index?qid=20130220012123AAxLTVg 
  • Wipeout_DownWipeout_Down New Hampshire, Northeastern United StatesPosts: 21Member
    edited August 2013

    Floppy said:
    did you checked gamesprout.com ? it's a great website if you got an interesting idea and if you're looking for partners to make a prototype.

    Wow. I'd have to say that Gamesprout is definiely a no-go for me and my Project.

    10% for the Collaborators who work with me to Build the Prototype, does not even begin to be fair to them. My Project is a AAA Dev at heart, and while the special MMO Version will require less Coding and fewer Character Assets, it's still gong to need a buttload of work. I wouldn't be surprised if it takes a Professional Programmer and a couple of Assistants 2-4 months on all the Coding alone. And that says nothing of all the work a couple of skilled Model/Texture Artists would have to put in, even though it's true a working Prototype does not have to look at all polished...

    The 15% Rev Share for the "Idea Owner" is more than I could ever realistically expect to retain if I form my own Studio and Recruit my own Dev Team of professionals, but the whole 70% AND the IP to Gamesprout in exchange for Pro Dev is too steep. Not the % of Rev Share. That is very reasonable. But my IP is an expansive one, allowing for Games Devs in multiple Genres, and I don't want to limit it to Schell Games. If I can't retain control of my IP, I might as well not bother. The Universe I've created for it is my BABY! Hands off my baby you filthy swines!

    I'll still poke around the Gamesprout Forums and see if I can find a creative way around the issue, though...
    Post edited by Wipeout_Down on
Sign In or Register to comment.