• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Zeraan

How much will creating cutscene videos cost, and other stuff (details inside)

7 posts in this topic

Before we start, I'd like to direct your attention to the game that I'm working on: [url="http://www.desura.com/games/beyond-beyaan"]http://www.desura.com/games/beyond-beyaan[/url]. There's a demo that you can download. My game development blog is [url="http://beyondbeyaan.blogspot.com/"]here[/url].

I'm reaching the point where I need to make the game more "lively" with some cutscenes. I hope to start a kickstarter soon, but before that, I need to know how much stuff will cost before I set a funding goal.

Now, how much will doing an intro like Master of Orion will cost? To clarify, a short video of 3D models and some particle effects, very simple animation of 3D models (such as missile rack extending out of a ship, or something similar). [url="http://www.youtube.com/watch?v=Gg_dnfOg7B8"]The intro video as example[/url]. I want the video to be at least this [url="http://www.youtube.com/watch?v=EUA4rzE-oI8"]detailed[/url], but just the space combat part, without showing the pilots. It'd be more of big ships shooting at each other and dying. Maybe about 2 minutes or so long.

I also want to offer a "High Definition" version of my game (I will offer the option to use either the Pixel Definition or High Definition) where planet backgrounds, ships, races, etc are pre-rendered (just images, no animations). There are some people who didn't like the pixel art, and while pixel art has its charm and is cheap, I agree that there should be an option for pre-rendered beauty. Each race have three expressions, and 31 ships, 6 different sizes. Basically, converting all of the art assets that I have into pre-rendered artwork. How much will that cost? You can download the demo and take a look at the race images and other artwork. All artwork will be of the same size (so a planet background for example is 800x600)
0

Share this post


Link to post
Share on other sites
There is no set cost for rendering out CGI movies. You can let Blender render out your PNGs into a folder in your spare time, and then just assemble them into a video when it's done.

You can block it all out with simple shapes in Blender, then when it looks good, hire someone to make proper models for you and swap them out into your otherwise finished movie. The cost of hiring a modeler will be negotiated with them.

Your MOO1 example looks easy enough. You could learn to do something similar in your spare time.
1

Share this post


Link to post
Share on other sites
The problem is, I don't have this "spare time" that you speak of... I have two daughters and a wife, a full-time job, and other responsibilities. What little spare time I have goes into developing the game. I have no experience or knowledge of how to do 3D rendering, even with simple blocks. It'll be far more efficient to just hire someone who've already had experience in this to create something for me. Hence the question of how much will it cost.
1

Share this post


Link to post
Share on other sites
Thanks for all of your feedback! No, I don't intend to rip off artists, hence the whole reason for kickstarter goal! Besides, I already have an artist doing pixel art for my game so I have experience with paying artists :) DaveTroyer, thanks for that link, I'll check it out!

Looks like I'll need to raise at least 20k or so. That's what I needed to know, thanks!
0

Share this post


Link to post
Share on other sites
There are ways to do this that don't require full 3D animation. The purpose of a cutscene is to advance the story, and that can be done with sequential illustration, voice-over "cheats", simulated animation, pseudo-animation, etc. Most of the cost in 3D is the modeling since it is the composition phase.

Your budget of $20K is very high. That would buy 12 minutes of broadcast quality linear animation at our studio. I don't think you need that much to do an effective set of cutscenes.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0