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Everything posted by Shapeshift

  1. Hello GameDev! I am a student and I have a 3 year student license for Maya. This is a non-commercial license.   Once my current contract (At a very large game company) runs out and when I've finished graduation. I will be starting to work on a game.    My question is: Can I create the game using my Student Software and once I am ready to release the game, I can swap over to a full licensed version?    Or can't I use Student-Version assets for commercial use even in a full licensed version of Maya?     In short. I haven't finished my education yet and money is incredibly tight. Having monthly subscriptions living on my savings won't work. I would like to create a game within my planned timeline which is 1,5 to 2 years. I have tried on AutoDesk Forums, read up and down whether it's possible - so far. No clear answer, and I would prefer being on the right side of the law, as it even if a game would sell sucessfully it would not matter in case you get a lawsuit from AutoDesk.   I am not very keen on using free 3D software, as I only have experience using Max and Maya. Especially not as I have 3 years student license with them. The question is, whether I can use them or not, until money starts coming in.  I'll buy Zbrush ($795) and UD4 will be the engine.   Any help, tips advise or experiences are very appreciated :)   (I am in full understanding of the concerns with students going indie on Day 1. I have good of experience as Production Manager, as well as have worked on 2 indie games before - 1 release, as well as a commercial AAA title at a major games company. )  
  2. Shapeshift

    portfolio feedback

    Keep working on it and keep it up! 
  3. I am not sure if it is common practise to ask. I have always done mostly 2D work, and my 3D work has always been for studying or personal use until now.  Personally, I would ask. To avoid any future legal issues. 
  4. If you outsource something which is for profit, you should make sure they have commercial licenses. Otherwise, as I understand in case they make something on a student version and Autodesk finds out, your entire project could be marked as a student-project.  have no idea how strict Autodesk is regarding this, however my experience is, always be on the right side of the law so you can fall asleep every night. Whether Autodesk is taking action against this or not, I would still suggest sticking to their license rules.   When I get other artists on board my team, I will make absolutely sure they have full licensed softwares, and legal softwares. I would make sure by contract, in case I would get in a lawsuits, the artist is the one to blame if there has been incorrect use of his or her own software. If your team members cannot afford it, you can always suggest blender or other free softwares which allow commercial use.    Overall I am very surprised it has been this hard finding information on this: this could be good information to all students so they won't be working on assets which later on could prove to be illegal to use for commercial use. For now, I am thinking of signing up for an annual subscription for Maya LT. It seems like a good starting choice, it is about $250 a year. 
  5. Shapeshift

    Funding my game, but how?

      You most likely won't be able to raise a lot of money based off an idea alone. Let face it, most people can come up with ideas on paper.  Maybe during the beginning of Kickstarter you would be, however due to a lot of recent projects promising loads of features have failed living up to the ideas and promises, people have become a lot more sceptical towards backing. We have even experienced highly professional developers raising a lot of money on kickstarter, but even they have failed to deliver. Somehow, the kickstarters sound a lot better on paper, but are extremely difficult to execute. Beware of what you promise your game will be. The more you promise, the harder it will be to create. If you are a small indie with limited experience, I would suggest not going for a kickstarter or indiegogo until you have a working demo, which has been tested. I also would not raise more than you realistically could get. It is better to aim for less, and hope for more. (So you aim for 10.000 but get 25.000)  Smaller projects are a lot easier to pull off, and you will be in a lot less trouble if it goes wrong.   
  6.   A problem with game making is, there is a risk your game will never see the light of the day, or maybe it won't end up being released without a publisher (In case Greenlight is being removed) Paying for 2 years of subscription, and it ends up without a release a massive amount of money to pay, especially as I already have the student version.   I would stay on the side of what is legal of course, what is in my doubts though is, it has not been very well defined when something is commercial and when a product isn't. Would a game still be commercial, if it has not been released yet? Questions like this, is what I would like to find out, before I jump into the 3D Production of the game. Ideally I would like to hear Autodesk about this matter, however so far I have no been able to get a clear answer.    Edit: I contacted Autodesk and I got a very quick and accurate reply:   "We advise against it as some assets may be marked as created on a student version and can generate conflict with the commercial version. It may mark your whole commercial project as a student project." ^CAM   So! Taking the risk making assets on a student version is going to conflict the project even in case you have a full version. Good to know. I'm glad I found out before I started. Time to go back to planning my economy! I hope this reply will also be useful to others :)
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