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Orymus3

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Orymus3 last won the day on April 25 2018

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About Orymus3

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    4th Place - The Week of Awesome 2014

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  1. Orymus3

    Dungon Generation in Diablo 1

    Can you edit (fix) title?
  2. The bottom line though is this, the 'idea guy' part of it is not the 'job' part of it, and under most circumstances, a studio has to connect the job description with some profitability stream, which, sadly, being an 'idea guy' simply doesn't correlate to on its own. So I do agree with Tom's assessment, just found the 'no' a bit extreme. The short answer, I think is, 'if there is, it will be a long time before you get to that anyway'. The bottom line though is this, the 'idea guy' part of it is not the 'job' part of it, and under most circumstances, a studio has to connect the job description with some profitability stream, which, sadly, being an 'idea guy' simply doesn't correlate to on its own. So I do agree with Tom's assessment, just found the 'no' a bit extreme. The short answer, I think is, 'if there is, it will be a long time before you get to that anyway'.
  3. No. There are not. I was of that opinion up until 2 years ago when I met someone who was in charge of this. Earlier this year, I've seen a job description (from the same studio) that could really be summed as 'Idea guy' quite honestly. There were some managerial aspect, such as putting this into some kind of a pitch by working with a multi-disciplinary team, but it was really a much different role to the ones I'm used to. I'm still not sure it is a viable one, and I haven't seen it happen at any other studio, and the odds of being employed in such a role with limited experience is quite unlikely, however, it would appear that it 'now exists' in one form of another...
  4. Orymus3

    Celebrating 20 Years of GameDev.net

    I was here, lurking, 20 years ago. Thanks for everything, it was amazing for a neophyte then, and I hope it still is. Here's to 20 more years!
  5. Quebec City, which is also a major hub for game development in Canada (and not that far off Montreal) is currently boasting the lowest unemployment rate it has ever seen (<2.8%) and immigration is being openly discussed as a solution. I'm not clear how that exactly translates right now for newcomer opportunities in the video games sector specifically, but in principle, studios are effectively aching for talent. Programming is always in high demand, though I can't necessarily say this is true of other talents. (And internships are paid, and are associated with various tax credit measures for the employer, meaning a good intern can generate a lot of value for a growing business, and as such, the internship would, in principle, be paid as per prescribed by the law). (Let me know when you do graduate, we sometimes take interns)
  6. Orymus3

    Funding Indie Projects

    Pre-revenue funding is quite a challenge to tackle, and it's a business I've been in for the past many years now. It's anything but easy. Things that can help: Relevant years of experience in the field (in case you pursue funding sources that require credibility such as publishers interested in taking early equity risks) Having a genuine great / unique idea (they exist, and no, yours isn't (I could be wrong, but saying this is trye 99.9% of the time and one rarely gets to be part of the 0.1%). Having another somewhat relevant skillset to barter with (say you make websites...) The simplest solution is to forego funding altogether, and avoid going rev-share in the process. That's where I feel barter really helps. I've, personally, used that twice during the startup stage (1 turned out to be helpful). Another solution is to turn your product-centric initiative into a service-provider in a temporary manner. If you're an artist looking to pay a programmer, freelancer as an artist for a bit and try to generate some extra funds to fuel your game development efforts. It takes a lot of time and patience, but there's a hidden intrinsic value here even if you don't turn up a profit: the longer you do it, the more credible you become to potential investors because 'sweat' can have a value if you frame it properly. Crowdfunding is a bit misleading. Circa 2014-2015 it was still possible to turn an average campaign into a 50k+ funding round. Around 2018, the average successful video games kickstarter went below 25k, and the average cost required to air a successful campaign has increased drastically (there are no 'solid' numbers there, but an estimate of 10k has been raised on a few occasions). The reasoning here is quite simple: Crowdfunding started as a very open solution, and backers were optimistic at first. But after waiting 3-4 years for a game that never came, some of them became jaded with the platform (rightfully so). So now they need to see how the game is going to happen so they need to see a game that's further along, a team that's credible, a timeline that reassures them, etc. The net result is that Crowdfunding is more and more a clever marketing tool and not so much a pre-production funding initiative. It's still a great platform, but it is easier to use when you're 80% done and want to: fund the remaining 20% AND acquire a user base for your launch at the same time. As for determining selling points, it's a science onto itself. Roughly 20% of the work we do involves framing how a game is going to be presented to publishers and other investors. Strategic and market analysis come on the line, as well as the production of a pitch document of some kind which includes key information (sometimes, the best way to sell the game is simply solid metrics). It would exceed the scope of this post to leave the realm of the theoretical question, but if you have a practical example you'd like to dissect, my inbox is open
  7. In my experience (>100 shipped titles to date, including multiple indie games), this does not add up. The common misconception is that indies earn less, but they also tend to know less, and often come across issues that end up taking them twice as long to make. Typically, this does not manifest as one feature takes twice as long, but rather, 20 features later, you realize the rabbit hole you're in and need to refactor extensively (and few give up or reboot the game altogether at that point). I've yet to see an indie game under 200k (even as a single player experience). Note: I've decided to necro post as it felt like a somewhat recurring issue and that the rest of this thread was otherwise rather relevant and informative.
  8. Orymus3

    Week of Awesome VI - 2018?

    Necro-ing this thread as I've become aware that the 2019 edition is not currently in anyone's plans. Anyone interested in running this? I may not have the time to run it, but I may be able to contribute financially or as a judge, etc.
  9. Orymus3

    Game pitch - help needed

    I would also recommend you take a look at more examples of decks and how they're made. There is no need to copy their template, but it might show you what's missing here.
  10. Have you tried cold-calling actual devs?
  11. So I think there are two issues here. The easy answer is: because they don't need one. The more complex answer is: some people don't actually need a producer (a bit more on that later) and because this can be true, a lot of people may erroneously assyme this applied to them (oh, we're a small team, we can talk and keep on top of everything) which, unfortunately, is often a mistake. It's not the only mistake a small startup team may make though, and most likely, not the most damaging, so in asking why rookies and making rookie mistakes, there's hardly any answer worth proposing: they just didn't know better, and they'll need to figure things out on their own because they understand the value of someone handling management, scheduling, budgeting, etc. Now, I said some people genuinely don't need a producer, and I mean it. When we started this team here, we knew what we wanted to do. We were a bunch of senior level pros with many a title to their name. We knew we wanted to keep a tight-knit team, and embraced the 'jack of all trades' nature of our overlapping skillset. In essence, at any given point, any one of us can make a call that would feel 'Producer'-like, but we're also all fully apt when it comes to self-management. It would be hard to add a Producer to this team without that person running out of work, and feeling out of place very quickly. There is also added value in foregoing the centralization of these processes, as each individual then acquires a more holistic vision of the whole, making autonomy all the easier to foster. Does that work in all team? Absolutely not! Are there strings attached? Definitely! Is it worth it? You BET it is. So I can only assume that it is common for new startups to see the upsides, ignore the downsides, and fail to see the constraints, and think that paying for one fewer person (who's not contributing value directly) is 'lean'. Obviously, meet any business above 10 (or 20) and you'll soon come across someone who does these things fulltime, 'Producer title or not'...
  12. So... We've started building what I would refer to as 'Game Templates' (not 'engines') and we're trying to ascertain whether there's any demand for what we're doing. The realization came from working in parallel on projects that would require several common 'pieces'. Nothing user-facing, mind you, but rather, a set of tools that, if done right (modular, limited assumptions) could result in tangible gains without rendering more complex any attempt at stepping out of what the tech was made for. We've leveraged these tools to give our clients very fair discounts (and we're getting a lot of positive and constructive feedback on the work done so far) but it also gives us a slight edge which eventually helps pay for the tech itself. On paper, this is a win-win. My question here is whether you feel this would be a viable model. As a decision-maker, would you be more likely to purchase an asset off the store and integrate it in-house (possibly cursing in the process as many of these 5-star rated assets are ultimately only good so long as you don't leave the realm of what they were meant to do, and then there's a steep learning curve and bad surprises when you DO want to leave the scope of that) or consider hiring a team that promises to leverage their tested proprietary tech and let them handle the 'custom' game code (at which point it becomes a question of whether you trust the team, and their claims)? There's an undeniable tech angle to this, which I'm more than willing to expand on, especially given the realization that this was the way to go came from having been in studios before that took a different route to middleware development and failed either by producing tech that was too complex (and tried to do too much) - becoming narrow in what it could do - or failing on the service end by providing it 'as is' with some kind of a customer hotline or in-house jumpstart team, but ultimately leaving it up to the developer to figure things out. At any rate, any insight on the matter would be greatly welcomed. Thanks! (@Mod: I wasn't sure where to post this, but it feels 'at home' here given the business angle. If you feel it would benefit more from being in a tech-related forums, feel free to move!)
  13. Orymus3

    Seas of Fortune - Live on Kickstarter!

    Let's WHALE!
  14. Hey folks, Turns out I completed work on Red Cell - Agent Green and it is now on Itch.io! Bit of a throwback retro title, I'll admit, but for any arcade / Amiga fan, could be in for a real treat (and the music is a great track by Nils 505 Feske!) (Video doesn't do it nearly justice, but for the sake of showing something). Oh did I mention local Coop? Just hook two gamepads to that rig of yours and beat the crap out of that game!
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