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Chris Schmidt

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  1. I think it's impossible to be sure without playtesting it, honestly. If you add more slots and it gets too cumbersome, then either it would have to be simplified again or some other element might need to be adjusted. That's probably not a great answer, but it's the only one I can think of, since I'm not sure there's an objective benchmark lol
  2. Oh man, that is so rad! I LOVE those classic horror films! I'll definitely be keeping an eye on this game =D
  3. To be frank: There is no reason to not credit someone unless they say they don't want to be, no matter how much you're paying them. It takes no effort to credit them; it's basically taking credit for everything, including work you didn't do. To each his/her own, but if you aren't in the credits for the work you've done, you've been screwed. Hans Zimmer gets paid around 2 million per picture and still gets in the credits.
  4. Well, why wouldn't they be in the credits? Anyone who works on the game, film, etc. should be credited. Without being in the credits, how can they prove they worked on your project? Especially given the fact that they are supplying a core element of the game! I doubt most any creative professional would agree to contribute if they could not use at least some of the assets for portfolio purpose. I would personally never agree to a deal that did not include me in the credits (esp. if it's a low-paying project) nor allow me to use some of my creations for demonstration purposes.
  5. Chris Schmidt


    Your website says this about the project: Wild Origin is a non-combat, puzzle, exploration game(s) Concept with over 13 years in development with hundreds of already developed assets. With all components of the game (Art, Music, Programming, Animations, etc.) being created by only one person. I'm confused. "All components of the game" cannot be created by only one person if you're hiring a composer to do the music?
  6. No. Especially since you say you want to sell it on an official Nintendo Store or Steam. I just cannot see them allowing that. I seem to recall that Nintendo has sued people and companies over this kind of thing before. It's not worth it, man.
  7. I would definitely say that most major studios' games look comparable, yes.
  8. Right, but does not more physical detail, movement, lighting, etc. then become more resource-intensive and place greater demand upon hardware that most consumers don't have? It does look good, but I can't agree that most games don't look like that today — to my eyes, most games look just like that or better. She definitely still looks plastic, and "doll-like" to me. But I'm no graphics expert, so this is all fairly layman's perspective. 😃
  9. Chris Schmidt

    How to make combat interesting? (RTS)

    Agreed. Really, just about every strategy game involves rock-paper-scissors on the basic level. I was actually just playing some total war an hour ago, and especially in Shogun, the general idea is that sword > spear (even though history disagrees) spear > cavalry, cavalry > swordsmen and then other variables like flanking and unit XP can sway the battle. Fire Emblem also uses this system. Even in StarCraft, upgraded units > basic, etc.
  10. Chris Schmidt

    Where to find music ?

    a third option, depending on the style of game you're making, is local musicians in popular genres. I don't count it as being quite the same as "composers" in the sense they don't primarily compose for video games or films, but excel in their given genre, and you don't need a 'dynamic' score. I was once a part of a project that utilized local electronic musicians and DJs for "nightclub shootout" type sequences and stuff like that, it was cool. The Korean version of Guilty Gear XX hired a band from South Korea to write a unique soundtrack for it, and it arguably turned out to be the best of the series!
  11. IMO, I don't know that you're drawing the correct conclusion here. I think it would be more accurate to say that to achieve cutting-edge graphics, you need talented and dedicated graphics artists. It's getting easier for even individuals to do impressive things on a limited budget. I have a friend who made headlines a year or so back for recreating Silent Hills' demo, pretty much to a "T", all by himself in Unity. There's also no shortage of impressive displays of what people can do in Unreal. But these are almost always just graphics showcases, and we can't assume they'd make even average-quality games when put to task — they are different disciplines. I think it's more the case that good-looking games are put together by people with enough industry experience and professionalism to see such a demanding project through to completion. There's also the highly-debatable point that "average"-quality games today, are on the same quality of average games of yore, and I'm not saying that from nostalgia goggles. That's just my take on it, anyway.
  12. I'm of the unpopular opinion that games should stop aspiring so hard to be movies; in graphics, gameplay, and business. Street Fighter III is, in my opinion, still one of the best-looking video games ever and it's over 20 years old. It's just excellent art and animation. Games like this, Cuphead, Jotun, etc. will always look amazing. Meanwhile, here's a sample from the most popular game that same year of SFIII: *plunger-muted trumpet wah wahs* 3D graphics, that can be run within a game engine in real time, are still not at a point where they will age reliably well. I'd say that Uncharted 4 is one of the only games in recent memory that I'd wager is still going to look great in 10-15 years. It's also no coincidence that practical effects in film have seen a resurgence this decade; they realize that CG is best relied on as little as possible. Unrelated to graphics, most games that focus on being "story-driven" fail to live up to even straight-to-dvd quality in terms of narrative and they don't interest me, personally, anyway. My time to actually play games is limited, and I'd rather spend it playing a game that's more competitive in nature i.e., like a traditional game, than slogging through Skyrim or Mass Effect and won't be an eyesore in a few years. Right now, I've been playing a bit of "Steamworld Heist" on Steam and it's great. It has completely 2D graphics that look superb, excellent procedural gameplay, lots of replay value, and a very simple story that you can progress through without spending hours and hours on it.
  13. Chris Schmidt

    Dragons of The West — Last Airbender Inspiration

    Hey! Thanks a lot!
  14. Greetings, I compose orchestral music reminiscent of the Hollywood style, and often with ethnic elements. I have experience working on video games in the past, and would like to do so again. I am most interested in taking on smaller-scale games, like mobile puzzle games, platformers, etc. You can check out some of my recent music in the video below. Contact me and find other samples via my website. Thank you
  15. Chris Schmidt

    Dragons of The West — Last Airbender Inspiration

    Yeah, but Uncle Iroh was "The Dragon of The West", the show as created by Americans, I'm Canadian, etc. lol and that's how you get the title =D
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