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Thiago Monteiro

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About Thiago Monteiro

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  1. Game Funding Conversion

    I think the equation is more complex than good game = good conversion rate. While all those points you indicated are important, I'm willing to bet that most potential buyers would not dedicate so much time researching about a potential future game. Likely, people are nowhere nearly as excited about your idea as you are and the time window to convince somebody that your game is actually something to be excited about is very limited. Timing, perceived value, perceived buzz around the game, all of these counts towards conversion. I believe there is also a difference between exposing your game to 50000 people in one go (big banner in some websites) and building up exposure, or doing it in increments. Anyhow, here is a nice article about it https://www.gamasutra.com/view/feature/4117/building_buzz_for_indie_games.php?print=1 that has much more valuable information than I can possibly give
  2. Is Unity or Unreal fit my needs? Veterans only

    Maybe I'm missing something about your project, but here are my suggestions from what I understand of your idea: It seems you have ... something defined for your game, but I'm not sure what. It seems to me, from this thread at least, that you started with a very broad idea and then jumped right into technical requirements. Take a step back. Define what players can do, how they will play the game, and then think about what tech is needed for that. By and large, visual identity is more important than graphics fidelity (for the lack of a better term). You are not competing in a vacuum and if you go for graphics fidelity you will be measured against games with high fidelity graphics in your genre. With a $50k budget, you will lose, so I'd say it's better to invest effort in a visual identity that can be implemented in this budget. Prioritize. Define graphical features will be most important in selling the game AND aiding in the enjoyment of the game. It's important to understand that in every project you need to compromise and sometimes let go of features you would really like, but would be to costly to implement (be it money or time). Overall, do listen to what frob said because they are quite spot on, as far as I can see. In any computer project, it's not advisable to think first about the technologies that you want use before having a clear understanding of where you want to get. To cite a few examples beyond 3d, Undertale, Darkest Dungeon and Stardew Valley garnered attention and are 2d. I suggest you research the development process that went into making those games. In particular, try to find how they have built their critical mass of players and buzz leading to launch (an interesting read here, for instance https://www.polygon.com/2016/2/29/11134934/stardew-valley-steam-indie-farming-rpg-harvest-moon ) Make a plan to work on your shortcomings and a budget for the ones you cannot reasonably overcome. Iterate over those and your game idea until you get to a scope that is both fun and doable. Hope this helps
  3. Game-Guru and Female Gamers

    In the Unity store, for instance, there are some female avatars (e.g. UMA) with some assets to add to them. There are some animations that can be used, too. I certainly didn't do as thorough a search as your wife probably has done, so I'm genuinely interested of what she found lacking. As a side note, I'd also be curious to know what she sees as female-friendly in terms of game art visual representation and gameplay.
  4. I need a mentor

    In addition to what's been said, there are some cheap classes that take you through the creation of multiple complete games and where you likely will have access to the instructor (I see those constantly for less than $15 specifically teaching unity). From this basis, you can then keep on expanding your knowledge according to you interests. Hope this helps
  5. Perhaps one place to start is Lee & Chang's paper On "shot around the corner" in first-person shooter games if you have access (http://ieeexplore.ieee.org/document/7991545/, but search on google for the title, authors sometimes have copies elsewhere). They briefly talk about synchronization but also reference a lot of neat information that you might want to check out.
  6. Is Unity or Unreal fit my needs? Veterans only

    I couldn't find one, only interviews stating that they needed to sell roughly 300k units to recoup investment. Adding overall company costs, typical UK salaries for senior staff (which I think they are), software licensing, distribution costs (they were not getting $30 per unit sold on Steam for instance), marketing, and some odds and ends, you can easily double or triple this estimate. In relation to the topic, this might be a relevant read: https://blogs.unity3d.com/2018/01/18/2018-and-graphics/ Do you mean horrible in terms of performance, quality or ability to customize? Where do you see the limitations, graphically speaking, of the default render pipeline?
  7. Is Unity or Unreal fit my needs? Veterans only

    I'd say quite more than $160k. If this source is right (https://www.gamesindustry.biz/articles/2014-10-29-ninja-theory-can-recoup-hellblade-budget-with-300-000-sales), there were 12 core team members, so I'd say it's ballpark one million, and they had a quite experienced crew, I believe. Still, possible to aim for such a thing of course, but a very ambitious goal nonetheless. If you want to gauge the potential of each engine, take a look at what games were made with each one and with what team size. If the point is only graphics, look at tech demos that appear every now and then made using each one. Other than this, each one has its own idiosyncrasies, but at the moment and wouldn't say that any of then are inherently better than the other (I'm not a veteran though, so that's only my baseless opinion).
  8. What do you look for in a hobby concept art request?

    Good question. Statistically speaking, the vast majority of independent projects have very limited visibility. So besides being a project/context the artist is interested in and will be credited for, I think that it's really what Tom said, you need to show why, different than most others, you are capable of bringing money or visibility to the artist.
  9. What do you look for in a hobby concept art request?

    If you are doing something as, let's say, part of your day job, I'd say you have to charge and work accordingly, even more so if you are just providing some product (concept art in this case). On the other hand, if you are doing it as a hobby, then there should be some motivation for doing something potentially without any monetary gain. I'd say creative freedom is the least that can be offered (at least within some broad constraints). Mixing the two (even worse, without both parts agreeing) sounds like it's bound not to work well...
  10. Funding strategy

    That's very nice, thanks!
  11. Funding strategy

    This is what I had mind to do. If it's not much bother, could you expand on experience? Things like, how much of the game was in the prototype (or how much of it actually made to the full game) and how did you present that. I've thought about this multiple times. I think this is a good strategy to build a profile, CV or skill set. However, I think I'm at a point that I can handle most of the gameplay side of things at least, and what I cannot handle, smaller scale projects wouldn't help much. I could be dead wrong, of course, in which case thanks for the link, it might be something to go back to. Thanks for the answer
  12. Funding strategy

    Hi all, I'm new to the forums and hope this is the correct place to ask this. I've lately been going over some ideas on how to develop a (hopefully) profitable game from beginning to end. I do have a small amount of money to invest on this, and professional experience in programming and project management, although not in programming games. This would be fine for a hobby project, I suppose, but if I want to make a product, I'd say a team and some more funds are required. The way I think, it's either try to find a publisher or go for crowdfunding. Here are some of my thoughts about this and I hope I can get some input from you also: A) The most important point I see at the moment is to prove that giving me money to finish the game is a good idea. The most obvious way I thought was to build a demo of what I intend to build. Not a proof-of-concept, mind you, but really something you could play for a couple to few hours. Then I'd use this demo as a pitch of sorts. B) The publisher path - I don't think publishers would waste so much time evaluating something. I expect then to go with a kind of 'professional gut feeling', to know what to look for very quickly. In this sense, I think investing less in assets and more in, say, video editing and concept art a wiser course. Gameplay length could even be abbreviated for this purpose. (Possibly interesting link relating to this https://www.gamasutra.com/view/news/309088/Video_30_things_to_avoid_when_pitching_your_game_to_a_publisher.php) C) Crowdfunding path - I think people are a bit weary of game crowdfunding at the moment. It is very tricky to stand out and it's very important to give confidence that the project will be finished. Here I believe it's very important to give a more or less polished advanced Alpha type of build that would entice people to pledge. I neither plan on making anything near AAA games nor RpgMaker type of game. I'm thinking thinking about a Diablo-like game, with some twists to mechanics and setting. So, what would be your take on this? Feasible?
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