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Member Since 24 Oct 2013
Offline Last Active Oct 24 2013 11:38 PM

Posts I've Made

In Topic: Startup advise

24 October 2013 - 11:38 PM

That depends on the game, and the skill of the developers. Many one-programmer games have been made, using procedural or non-photorealistic graphics, so that the need for an artist is reduced.
A recent example would be Antichamber, made almost entirely by Alexander Bruce, and a composer and sound-designer who I assume were contractors.


I searched for that game and I can tell that is out of my skill set range now. Is that game using any custom code? I've noticed that in some or most engines that movement is already predefined and you just create the graphics. Forgive my ignorance. 


Without any contacts, everyone is a stranger, which makes things a lot harder..


So would you recommend doing the programming yourself and find partners along the way as you meet people in the industry? I'm just a little intimidated by everything that is needed to learn to get a game produced. What engine would you recommend? I was looking at UDK, but wasn't sure. 


If you don't also have a PC version of your game, this is true.
However, generally you make your game work on both PC and on the console. Most of the time, you can develop locally using only the PC version of the game, and occasionally test your work on the dev-kit. Often I've had to work with 1 dev-kit shared between 2 or 3 people, which is ok as long as your game also runs on PC.


I guess this goes to the engine question; what engine would you need to get a game to work on a PC and a playstation console? Is there one that would let you compile to the system you wanted to run on? 


You need to demonstrate that your skills are equally important to theirs -- that you can schedule their work well, that you can get your Sony/PS contracts, that you can deliver valid equity agreements, etc, etc


Scheduling is not something I have thought a lot about. The contracts and equity agreements though would be easier because I have given those some thought. I'm wondering maybe I should start out with a game that is not on a schedule or planned to market and just work on it to get the idea of what is needed to make one. One thing though, and that is I really want to avoid VC and work with as little budget as possible to allow more scheduling freedom and keep the stress level down as much as possible for any involved. I'm not in a hurry to make a lot of money, I just want to get the process of creating a game correct and hopefully build a company people would want to work for. 


Make the time. You don't have to learn to program games, but you do have to learn about the game industry.


Tom, how would I go about this? Or where would I begin? 



Thanks guys, I really appreciate you taking the time to respond.