Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

153 Neutral

About red_codec

  • Rank
  1. How much would the average salary be, for say, a programmer who has 16 years of experience but who also have no experience with making games?    Thank you for answers, they are appreciated.
  2. red_codec

    game studio's legal business structure?

    I'm from Singapore.   Corporations get numerous benefits here I think.
  3. red_codec

    need advise about publishing a game

    Er Tom, did you ever write a guide specifically on 101 plans for succeeding commercially for a new indie game title?
  4. red_codec

    game studio's legal business structure?

    Hi everyone,    Thanks for the feedback but I think I've found my answer.   I think LLC is the way to go, not sure if its the same in other countries but LLC over here has many advantages, including:   1. limited liability 2. certain tax exemptions   and many more goodies!
  5. red_codec

    game studio's legal business structure?

    I do have knowledge about this as I studied business at one point. But I was curious as to what is the 'common' structure most studios adopt in actual practice.
  6. red_codec

    game studio's legal business structure?

    Hi Simon,   Yea but under which structure should a small indie team use? sole proprietorship?
  7. Just a simple question about the legal business structure of game studios.   For most game developers, they have some kind of name for themselves. Such as 'interplay', 'black isle', 'square soft' etc.   Obviously for the big studios they are a company / corporation.    What about small indie developers? Do they simply trade mark their studio name and have no registration with the government?   Or do they at the least register a business under sole proprietorship / partnership?   I'm curious, thanks for feedback! :)
  8. red_codec

    need advise about publishing a game

    Wow thanks everyone for so many responses and support!   I like Tom's idea of self publishing and self marketing. The only concern to this is, the game is currently self funded, and I am paying alot out from my own pocket.    I need try to recoup what I spent and not to mention earn a tiny profit at the very least to compensate for all the time and effort spent developing the game.   I am afraid of failing commercially if I go on the self publish/self marketing path. 
  9. Hi everyone. I need advise and have questions concerning the subject of publishing a browser game.   I'm being told marketing is important and if you worked with a publisher, maybe kabam games? they could help you with that.   However I don't understand where the benefits are coming from in such a case. Most of the games seem to be marketed through facebook, I hear you can simply put your app up there for free?   So if games put up on facebook for example is being advertised automatically simply by being on facebook, what is the point of having a publisher's support? How exactly does a publisher help in terms of marketing in specific terms?   Pardon for any ignorance and sincerely hoping to learn, thank you!
  10. Hey Tom,   Thanks so much for answering so many of my questions on this forum :)
  11. Hi Tom, Sorry I did not phrase my question properly. I did read all those links you provided, excluding the comments to them.   The only question I still have doubts about is,   2.a. For submissions to publishers, do publishers expect a complete GDD?    I mean besides the other documents they expect, GDD being one of them, but for the GDD alone itself, does it have to be fully complete? Can it be perhaps 95% complete with a few rules omitted or incomplete?   Help appreciated thanks.
  12. Hi Tom,   Thank you for answering the above.   I have follow up questions please.   My game design document, isn't fully complete, although it would say it is 95% complete. There are a few minor rules which are not complete, I also continually edit it as the game development goes.    My questions are:   1. Is it possible to copy-right not totally complete GDDs like mine which I described? Would the copyright apply even after I make some changes to it?   2. For submissions to publishers, do publishers expect a complete GDD? Or would it suffice to simply give them a document detailing the game concept and main features which distinguish it?   3. Publishers seem to be outside my country. Would my country's copyright laws apply if I send my documents outside my country to the publisher, who exists outside my country's boundaries?    Hope to find more answers, all help appreciated thank you.
  13. Hello friendly community again!   I need some advise and would like to learn more about how to pitch a game as well as aspects of marketing.   Mine is a browser game that is WIP but will soon come to completion.   I hear marketing is very important, I was told by a developer friend its a good idea to split profits with a publisher and leave the marketing to them, because I lack experience in marketing.    My question is, (1) is marketing imperative to making sales for the game? (2) how difficult is it to market successfully without experience? (3) Is it then a good idea to find a publisher to handle this?   The next aspect I would like to learn about is pitching. I would like to raise a small amount of funds for the game's development to share risk.   My question in this area is, (1) how does one choose which publisher (i assume its a publisher i should approach) to approach? (2) do you always need a formal professionally made business plan to pitch your game to a publisher? (3) how do you pitch your game's ideas to a publisher without risk of them rejecting you and taking your ideas for their own after?   Thanks for reading my numerous questions! Much appreciation here and many thanks for any questions answered! 
  14. Hi people, I have a question related to game programming I hope I can get some answers for please.   A programmer friend of mine told me that adding additional programmers late in a game's development does not speed it up, instead it slows it down. The rationale behind this is because there are many codes developed by the time we are late into a game's development, new programmers entering at this point, may not be able to become familiar with the codes already built such that they wouldn't do anything that might break the code, create codes inconsistent with the existing ones, or develop codes in such a way that creates performance bottlenecks (eg. too much memory, cpu etc).      May I know if his opinion is accurate?   I welcome and appreciate any feedback, thank you all in advance.
  15. red_codec

    how to forecast how a game will make?

    Hi orymus3,    Many thanks for your answer. No one else else offered one! 
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!