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EmmersionStudios

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About EmmersionStudios

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  1. Hello, Emmersion Studios LLC is looking to add a programmer for our MATCHINO development team. We're a startup studio (in business for the past 7 months) planning for a release in November. We've hit a bump in the road and need some help from an additional programmer. We have a comprehensive go-to-market strategy, we feel we have a strong marketing design with the core demographic we're aiming for, and all of our legal eggs in a basket (incorporate, registered with the state, EIN number, rev share contracts, TOS and Privacy Policy). In short, not only do we plan on making more games in short order, but we also plan on building a whole business that will hopefully create jobs for us in addition to fantastic games. Right now, we're a revenue share, but this project we're working on is an important part of making a stable game studio and business so we can create even more content very soon. For more information, please visit our website at: EmmersionStudios.com Please PM me if you're interested. -Sam
  2. EmmersionStudios

    Programmer Needed: Project in Full Development

    I know the project seems small, but it's a great way to try to get your feet wet. The company also has a very democratic attitude when it comes to new ideas, so there's still a lot here to help you make your mark on how the game feels and looks.
  3. Hi, We're currently looking to recruit a programmer to help us build out the remainder of our game, MATCHINO, for Android and iOS. Matchino is a match-3 game, utilizing elements of poker and casino gaming, in real life cities and towns throughout America. Our team is serious about putting out a polished, professional game. While we learn about the development process (it's been an eye-opener thus far), we also receive a portion of the profit share from in-game purchases and ads (using strategies designed to maximize revenue). Programming-wise we have the following set up: Facebook to accept player logins and store player save data, working game board mechanics, end-game process, startup screen, loading, menu UIs, and first 20 levels complete. We're gearing up to complete a demo for experience testing and for release within the next 2-3 months. We want to move on from this project to develop earth-shattering games, but we knew we needed to start small and gradually work up to that. Everything legal is in order, we're an LLC, we have a website/Facebook presence, contracts, etc. We just need some more help. If you're interested please PM or email me at sam.azzarano@emmersionstudios.com (or visit our website at www.emmersionstudios.com) Thank you!
  4. I understand what you're saying. However, technology improves with time and usually makes "photorealism" outdated. Just look at Skyrim 2011 or Tomb Raider 2013. At the time, gamers were screaming about how wonderful and realistic the graphics were, but it didn't take long for the gaming community to turn on those games as blocky looking and out of date. The problem is you're not competing with the graphics of today, but the graphics of tomorrow.
  5. IMO, stylized games have a longer lifespan specifically because the audience can tell it wasn't meant to be realistic. As long as the art is beautiful, the game is fun, the central idea is cohesive and strong, and the mechanics are tight, you have a classic as long as you market it well. This is what Ive taken away from a lot of GDC conferences and talking to indie devs. A tall order on its own, no?
  6. EmmersionStudios

    People really have no ideas on game development.

    So, here's the problem with what you are saying... If you know so much and are so much better than us, why do you care what we think or what feedback/advice we can give you, especially since you clearly don't want it?
  7. EmmersionStudios

    People really have no ideas on game development.

    What do you say here, at this point? Your ambitions are unrealistic. You refuse to take the vast wisdom of this forum into account, which is terribly naive. You will have to learn the hard way that your ambitions will be your downfall. I don't know if this is too harsh to say, but everything you've written so far tells me that you're grasping at straws. You ask for advice and then tell people they're wrong. So, maybe the solution, if you think you know more, is to stop asking for advice from us mere mortals?
  8. EmmersionStudios

    People really have no ideas on game development.

    Seconded. I'm often blown away by the amount of content and addictiveness of indie games. I remember when I first played Super Meat Boy, how much I was blown away that it was made by just two guys.
  9. EmmersionStudios

    People really have no ideas on game development.

    Uh... Ok, let's do a mental test. Come up with an enjoyable game design, with fantastic mechanics that will make people spend real money on it, and fully realized design documents. We'll wait.
  10. EmmersionStudios

    Seeking Programmer for New iOS & Android Title

    That's a great attitude to have. I hope you find something soon, because any project would be lucky to have you.
  11. EmmersionStudios

    Should I depart from my game project group?

    Disclaimer: I'm a project manager, we operate on Rev Share, and I'm a jack of all trades, master of none. Some things I think that can help is: Determine if there is a clear vision for the future with the project/company. Figure out if the leaser is treating this studio like a business. Has there been proper paperwork, documentation, or contracts during the course of development? If communication is not there, the project will fail. If one person is not contributing, that person becomes the weak link... ...if the weak link is the leader the project will fail. If the lead doesn't treat you with respect, the project will fail. 95% of all rev share projects fail within the first 6 months. 4% will fail to launch out of production. 0.9% will launch and then fail. And only 0.1% will be successful. That's the odds any indie developer deals with, and they suck. We do this for two reasons: 1) we believe in what we're doing and have passion in it, and 2) we hope to make this into a career. If these are your goals, I'm sorry to say, but I think you're in the wrong place right now. Hope my limited knowledge and insights helped!
  12. I've used Mixamo for prototypes before. They even have a site section of Adobe that auto rigs and animates character movements. www.Mixamo.com
  13. EmmersionStudios

    People really have no ideas on game development.

    If you truly feel that way, Sprotz vs the World, then go for it. However, people here will tell you not what you want to hear, but how things are. The one habit of truly successful people is learning to take and internalize useful advice/info. We tell you what you're dreaming about is unrealistic, not because we're jealous or haven't dreamt the same dreams or tried to figure it out, but because each of us at one point has figured the math on these games wouldn't add up. You can take shortcut after shortcut, asset purchase after asset purchase, but it still is a Herculean effort. Hell, the match-3 game our studio is making now has been one headache after another, one refinement after another, one cut after another, to make it fit to a release schedule and be polished and playable enough so that people will love it, and it's still no sure thing. But, I wish you the best of luck, I truly do.
  14. EmmersionStudios

    People really have no ideas on game development.

    Yikes. Everyone was here at some point. Pie in the sky is delicious, but not nutritious. Remove your cinematic dreams. Focus on learning what games actually are. Modern AAA developers add layers and layers of cinematics onto games to the point that many would not truly be considered games but interactive stories. At the core of a great game is great mechanics, and if your game does not have that, it's probably not a good game. Consider Octopath Traveller, which utilizes the novelty of storyteling and nostalgia but adds a new dimension (literally, as well) to game art-style as well as new gameplay mechanics in the form of the break system and narrative-wise multiple character arc story-telling. This is a good game. Monument Valley, I would argue, is better because it brought new and novel artwork and gameplay to it's medium. Board games are a great place to start for inspiration, because they are so completely removed from the digital/video aspect of indie game development. Whittle down the background noise, the detail, the extras. Come up with ideas that conform to what you (or if in a team, your team) can do within a reasonable timeframe and can build a larger budget for your next game (easier said then done, of course).
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