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Shadow_hunter

Member Since 10 Mar 2011
Offline Last Active Private
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Topics I've Started

Galactic Gladiators

21 May 2014 - 07:17 AM

Galactic Gladiators

Galactic Gladiators is an extremely fast paced competitive arena shooter.
 
Our core features:

  • Gametypes that are finetuned for competition.
  • Weapons with a high skill-ceiling that require timing and reflexes, with a feel of lethality unlike most arena shooters. Being hit once or twice WILL kill you, better start dodging those bullets!
  • Competitive features: Matchmaking, ladders, regular cash tournaments (Single-elimination style)
  • A gritty sci-fi universe

 

How can you support us?

While we have a working prototype, there is still a lot to do. And we absolutely cannot do this without community support. Even if it’s just guys posting on our forums or commenting on our articles!

We believe that the community is the beating heart of any game. We want to involve you in our development process. In the near future we will also be recruiting pre-alpha testers from our community.
 

How can you help in building our community?

Website and forums: http://goldenoakstudios.net/phpbb/
facebook: https://www.facebook.com/pages/Galactic-Gladiators/542484402453600?fref=ts
indiedb page: http://www.indiedb.com/games/galactic-gladiators
newsletter: http://www.goldenoakstudios.net/content/subscribe
e-mail: contact@goldenoakstudios.net
Blog: http://goldenoakstudios.tumblr.com
 
We hope that together, we can create the best arena shooter and competitive experience ever made!


Estimating the revenue of a mobile game?

03 April 2014 - 05:33 AM

Greetings,

 

We are currently starting an official company.

With this comes the many annoying things like making business plans, financial plans etc..

 

To match our costs we need to generate revenue, good thing is that we are working on two projects right now.

One is a mobile game, which is about to release within a month.

 

How would one go about getting an estimate of revenue from a mobile game in a market that is high risk/ high reward (from what i hear...)

And what are the kind of revenues that the majority of mobile games get? (so i am not speaking of angry brids, temple run, flappy birds....and also not about those games that one guy made in 2 hours and decided to sell in the appstore)

 

Please share us your experiences/advice!

 

Thanks in advance


Outsourcing services

26 January 2014 - 09:09 AM

Hey,

 

We are an indie game production, but we have alot of great artists with great portfolios. I was thinking to outsource our artists to other companies who need 3d assets done for example.

 

Some of our artists are recently graduated and looking for work, i figured if we provide outsourcing services under the name of our company that would be great for them if we provide them with paid work, they wont have to worry about looking for freelance assignments themselves or even fulltime work. Saves them time, and also means they can put more time into our hobbyist project (which is coming along great btw! :)   )

 

Its just hard to reach out to companies and letting them know about our services.

Besides making a post on obvious forums like polycount and cg society, what other methods could there be to create visibility for our outsourcing services?

 

 


(blog) Creating a level from scratch - Graduation Project

05 May 2013 - 07:13 AM

I'm not sure if a blog like this is actually interesting. But i will share it anyway:

 

http://thomas-vanhoutte.blogspot.be/

 

I'm posting daily updates on the progress of my graduation project. We already spent more then a month writing a level design document (damn, i hate paperwork..)...and recently started with the actual production of a prototype. If have until mid June to create something awesome ...or forever say goodbye to my game artist ambitions (*input random drama here*).

 

Our course was only a one year course (to short in my opinion) ..so everything you see in this blog i learned in one year. 

 

One of our tasks from school was also to get in touch with game development communities...so here i am.

 

Enjoy!


Motivating your team?

20 January 2013 - 08:12 AM

Hey,

I am currently following a course as game artist. Myself and other students had the idea of creating a project outside our school hours. When we talked about it everyone was very excited, but i find myself doing most of the work. How do you motivate people that only have intrest in partying but little ambition towards the future.
Long ago i once had a project (www.goldenoakdesign.net), yes it was too ambitious, i didnt have the experience, but hell, most of our team were very young people who learned most of their skills in their free time, they put down a unbelievable amount of work, and they were very motivated.
I want this project to work, its a simple concept, we have a decent amount of pages in our design document, we figured out it is very do-able in a decent amount of time. But people just dont seem to realise that you need to work for it.

Im thinking the best way to motivate them right now is not with words, but just do alot of work myself and hope they pick up and follow once they see that the project is making progress.
and the simple agrument that they dont have time outside our studies isnt really valid when i can find time for it while taking evening courses besides my day-school and other activities like sport and volunteer work..but i guess i have no life.

I am sure some of you had the same problems, so let me know how you solved this problem!


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