Aurelien Folie - Odin

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About Aurelien Folie - Odin

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    baharreth
  1. Agreed with the rest of the posts. Already goog content from the ones I read. They would be good as they are, and even better if voice acted. Additionally, I don't think they all have to be funny, as it provides variance overall. If you always know the one liners are going to make you laugh, you don't get to be surprised when one is really hilarious. I myself really like when I hear a one liner for the first time, and then think: That one was really good! I have to hear it again!, and I sometimes end up repeating boring tasks in the game just to hear it again.
  2. Opinions and suggestions wanted :)

    I would really like to give you feedback, however, I do not have the time to go through all that document. I would suggest presenting smaller parts of the game, and starting with summarizing the concept of the game, as this mind map is really big to read, and it would take a really long time to properly get through it to provide you with adapted feedback. Additionally, for the presentation, I would suggest writing a word document, that is easier to read and more structured, so that you can introduce the game, and then each system and mechanic one by one. Finally, I would start by summarizing the concept of the game, and what makes it unique, into a 1 minute pitch, and once the people are hooked on it, then delve deeper into the details of the gameplay.
  3. Worth Going Back to School in Mid-30s?

    @cyberpnk Have you asked the schools if they are open to doing accelerated courses, since you already know and have a lot of experience in programming? I know of some cases where friends of mine with a lot of experience managed to just take a few courses, like a month or 2 of intense class, and then the final exam, and they had an official diploma that was the same as if they didn't have any experience and had studied for 4 years. Additionally, applying to an online course and just taking the exams and the few courses your experience doesn't cover could also be a good in between solution?
  4. Ran out of funds for my video game

    Regarding crowdfunding campaigns, I agree with everyone who mentions that Kickstarter is indeed a lot of work, needs careful planning and a strong community. There is a new platform, Brightlocker (https://www.brightlocker.com/?aid=231ddf) which has a different take on the crowdfunding aspect, since it is not limited to a 1 month campaign. It still requires quite a bit of work, but you can tweak everything a lot more during the campaign, and slowly build the community as the campaign goes. Additionnally, it brings in monthly revenues from people subscribing. Regarding the rewards for crowdfunding campaigns, usually, developping a game provides quite a lot of opportunities, with the artwork, the soundtrack, and adding exclusive content, or offering to work with you to design some content to people. Additionally, with BrightLocker for example, you can also offer people to have short one-on-one chat sessions with you and the rest of the team (if there is a team), to ask you anything. If I was in your shoes, and assuming I needed money quickly to pay rent and food, I would find a basica job to pay the bills, and in the meantime prepare and start a BrightLocker campaign to get more funds for the game. Additionally, as VildNinja said, depending on where you are, there are quite a few options to get government funding. If you are based in Canada, I can give you more info on that. And Finally, you have aquired skills by developping a game, and taking on this specific adventure, that others will be interested to learn from you. This can also be an interesting revenue stream, in a mid to long term strategy. Feel free to PM me if you want to discuss all those aspects in more details!
  5. Please guide me?

    Along with making games, and making more games, I'd suggest reading books like: The art of game design, a book of lenses, that gives a great insight into what it means exactly to create games (from a game designer point of view), and how to consider the perspectives of as many people as possible while making games. And once you've managed making a few games on your own, I'd encourage you to find a team with whom you can do Game Jams (short, often 48h, events where you create a game form start to finish on a given subject). It helped me a lot figure out more precisely how creating a game with a team works, and how to work with a team and be creative. Good luck!
  6. I Have No Idea what I'm Doing

    One of the things that taught me a lot about game design is to do game jams with other people. They are often small, 48h events (on the week-end), where you can find a small team, get a random set of words, and then you have to create a game around that. Doing game jams is a great way to see what it takes to develop a game, to start working with others, as a team, to develop something, and to learn more about the process of programming, graphic design etc... And the great thing is that you just need to find people that are happy to do it with you, without having to learn the skills to do everything yourself. Overall, to develop games, I wouldn't recommend doing it on your own, as there are so many different things to consider, and as working as a team can be so much more motivating, and inspiring (when you find the right team).  Maybe you have some friends that would want to work on that with you? Or maybe, some people are looking for additional members for their game jam teams? There are a lot of organised events around the world for game jams, or for networking, where you can find people to team up with!.
  7. Cost of Game Making

    Regarding royalties, it depends on how much they trust in the project, and the project lead, I think. If they don't give all they can, then they reduce their chances of actually getting money in the end, since the game will probably not end up being top quality. On the other hand, if they do the best work they can, then there are more chances for the game to be a success. But if they don't trust that the person leading the project, and handling the communication side of things, to find customers and build traction, will be able to make the game a success, then chances are they won't be much interested. I think chances are that if they agree to work for royalties only, that means they trust in the project and put in as much effort as they can, at least for people willing to spend more than just a few hours here and there on the project. And if they feel they have an impact on the design, and on making the game a success, they will probably be even more motivated.
  8. Cost of Game Making

    No problem, glad I could help!
  9. Cost of Game Making

    As Hodgman said, there are a lot of different ways to offer your services, that change depending on the country you're in. I know about Quebec, since it's where I created my business. Here, you can register as an individual. It costs 35$, takes 10 minutes, and you're good to go. You don't have any fees to pay (other than the usual retirement contribution, revenue taxes and stuff that everyone pays one way or another), or taxes for just being in business.  I'm not fully sure what you mean by "Pay like an individual". If it's about paying people you would work with to make the game, my understanding is that having a business is a good way to reduce the risks of legal issues. However, I believe there are ways to "pay" someone, as in compensate them for their services, without exchanging money. In that case, you may not need to have a business. For example, I was considering the idea of finding some motivated new graduates looking for an opportunity, and offering them to spend 3 weeks in a nice cabin next to a lake (there are tons of them in quebec), that I would completely pay for, to spend the time working as a team, intensively, to create a game, and see how well we work together. This way, I don't actually have to pay them, but they get 3 weeks of "holiday" in a nice place, without having to spend anything, and spending their time doing something they are passionate about. What I would recommend, though, is that whenever you create anything with other people, even if there's no payment, or it's just a short sting, a week-end game jam, or anything similar, to seat down beforehand with all the team, and make sure you are all on the same page regarding what happens if what you do grows afterwards, and then put it in writing and have everyone sign it. Doesn't need to be formal and validated by a loyer, but at least, having that agreement beforehand will save a lot of hassles (I made the mistake of not doing that for a game jam, and the rest of the team ended up kicking me out of the project as soon as it started getting some traction, requiring me to go through negociations with them regarding the ownership and right of use of the text I had written). You never know if something will be successful or have a future of any kind, and it's way easier to prepare for the worst before anyone started doing anything! So yeah... to summarize all that... I think there are a lot of creative ways to go about compensating people for their services that are appropriate and do not require payement. Having a business makes things more real and reassuring for a lot of people you will interact with, and if it's easy and cheap to do where you are, why not go for it (though it's not worth spending all your cash on that!). And finally, aggree and what could happen in the future, and get it signed and in writing, it makes everything soooo  much smoother in case problems arise!
  10. Cost of Game Making

    I actually have a friend here in Montreal that is working on a platform to connect students looking for opportunities to work on projects to improve their resumes, and companies in need of those skills that are open to work with students. Could be a great way to find some people motivated to work on a project for a low budget. The platform is still under construction, but you can sign up if you're interested at http://studentnucleus.com/ There are also other ways to find funding, like finding skills you have that you can sell, as a consultant or something, or finding products or services you can offer that both help you in creating your personal product, and help you fund it. I'm actually basing my whole company on that unusual business model, aiming for each of the projects I do to end up being multiple products, and means of making money, so that I can generate the funds to create my own games and projects, without having to either sell my soul to an investor, or front in loads of cash. If you want to discuss that in more details, I'd be happy to chat about it, and see how I can help!
  11. is this a good idea? MMO Racing game

    I've played quite a bit of the latest Need For Speed, which is open world, and has some MMO content (and is one of the games in Origin Access), and I'm really happy I finally found a racing game like NFS Underground 2! I find your dedication to that project amazing, and kinda inspiring! It's been a while since I started on an adventure like that, that I knew would take ages to complete :P I still have the 3000 pages novel I'm writing, but I kinda of set it aside to start my company. If you're so pationnate about making games, have you ever thought about a career in game developpment? For the project, I'm not really technically savvy, but if you have any gameplay, mechanics, or feedback related questions (or any other I could answer), feel free to ask! 
  12. Is this idea too offensive ?

    That is a really nice concept! Could be a really interesting new way of passing a message. @HiKids Why do you want to create this violent game? Is it just for the fun, to express something specific?
  13. Is this idea too offensive ?

    To add my grain of salt to what Gian-Reto and deltaKshatriya said, IMO, if you have to ask, then it is indeed "too" offensive, which, for me, is exactly the point of why you should make it, especially if it's an experiment. I think video games are an amazing way to make experiments, and see how things turn out. For me, it's a medium that is made to push boundaries, and test the limits. And as a few mentionned, it wouldn't be the first time too offensive games were made, and were successful.  I don't think making a game on a subject is by default endorsing it. IMO, it depends on how you present it. It all depends on why you created it. I don't think RockStar and the others encourage violance in real life. Often, it's  more a way to escape, and to experiment things that you wouldn't experiment in real life. And it's also often a way to point out quircks of today's society by exaggerating them. However, it is indeed a touchy subject, and you should expect a lot of criticism, and heat rising from it. But if you're ready for it, and if you are at peace with why you created this game and why it is appropriate for you to have created it, then go for it!
  14. Can I become a game programmer without a degree?

    As mentionned above by most people, Yes, if you have the skills and can show that you have them, you can definitely find a job as a game programmer. I'm currently in Montreal, and programmers that have actual skills and experience are highly sought for, so much so that they can actually ask insane salaries, and people will often hire them because they don't have a choice. On the other hand, programmers that have a degree, but no experience are having more of a hard time to get work, since the industry is mostly looking for experienced people here. It's more a matter on finding how to get experience, and prove that you know programming, rather than actually having a degree that will define how easily you will find a job. Participating in game jams, hackathons, and making your own projects can help with that, along with networking a lot to meet people that are looking for programmers (meeting them outside of the usual application process helps a lot, as they can connect with you and see who you actually are and what impression they get out of you, not just the paper you sent). Chances are some people that you meet might be willing to take you on board for a trial period, more easily than if they had just read  your resume.
  15. Cost of Game Making

    There are a few ways to work on games with low budget, but it often creates a slower development process. It could be enough to get enough of the concept of the game ironed out to then go look for investors / do a kickstarter etc... Game jams are a great way to get quick prototypes out of the door, and get used to designing game. The ones I prefer are the short 48h ones where you basically have 48h to create the game, and submit it. With a motivated team, there are ways of making decent prototypes for short games, or "vertical slice" (which is all the mechanics of the game, but for just a small level).  Additionally, I have considered seeking students looking for projects to work on, or motivated people that would be happpy to help create a game as a hobby. Maybe creating challenges on forums for willing people to try a develop a part of the game, with some kind of reward for the person that created the best part, or something like that could work. There are also longer types of "game jams", where the same project is worked on for multiple smaller jams, by different people. If you manage to motivate people to do that, and can offer perks like a place to stay for the duration of the jam, or food, or something like that, it could also work. With a small budget like yours, finding creative ways to either create the game or generate money is a nice challenge, since going the traditional route is not possible.  I'm sure quite a few people could have interesting ideas or experience to share about creative ways of developping their projects!  For example, I am currently working on creating B2B business modeles that use my skills as a writer, game designer, concept creator, manager, tester etc... to finance the day to day expenses of my company and generate enough funds to go ask for funding from the Canadian government to create my own projetcs.