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About redfella

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  1. [quote name='Tom Sloper' timestamp='1341433305' post='4955724'] Investors require that you inject 25% of the startup capital. So you can start with $400,000 when you show an impressive business plan. Problem is, a game like Braid or Limbo can't be made for that little. You'll need much closer to a million, since you don't want to go for the cheaper platforms.[/quote] Not sure where you came up with a million. Braid was made for 200k. [url=""][/url] Using my model in my original post I could make it +/- 100k. So making a game like Braid is definately doable. The question then still remains. Is my model a good model or not? Are my numbers good or not?
  2. So, I basically put it all out there in the title for this thread. I have 100,000 USD to invest in a new business. I think I have some decent ideas for some interesting games/game mechanics. And I have burning desire to build a new game company from the ground up. Basically, I'm posting here to fetch some ideas about what would be the best strategy to get my company off the ground and on the way to becoming profitable. I am looking for specific, detailed and technical ideas/thoughts about how I should exactly use my startup capital to accomplish my goals. These are my goals: 1 - To complete and release one game by the end of the first year. 2 - To earn enough money to fund projects of future interest. 3 - To complete a highly-polished, buy modestly-budgeted, MMO, FPS, MOBA, or hybrid game (with interesting new game mechanics). I have a ton of experience with FPS games (specifically on the PC), and a good knowledge of RPG games. I also am learning and becoming a fan of MOBA games (Smite) and I think this genre may have a lot to offer in terms of [i]Return On Investment[/i]. I am interested in either a free-to-play model or low-priced DLC for all of my releases. Thus far, my idea is to hire a programmer, modeler/animator and an artist (I can do design). I was thinking of offering 10-15k for a year's salary plus a 25% royalty for up to the first million dollars of net profit (dropping to 10% royalty after that). This puts the potential incentive for each employee at 260k+ - if the game clears a million net profit. Salaries will be re-considered/extended after the first year. Using this model I will only be out 30-45k (3 employees at 10-15k each) the first year in business and I will have 55k+ to work with for subsquent years/challenges. Now. All employees must relocate to my location in Raleigh, NC and must work from my house (to begin with). This will keep overheard low and the team on the same page. Office space may be acquired in the future dependant upon income. Ultimately, I would like to have a nice office with a team of 20-30 employees or so working on ground-breaking AAA titles. These titles would require some budget, but not insanely crazy budgets (probably in the ballpark of 1-2 million). This is my ultimate goal - just so you all know where I'm intending to end up. Well. What do you guys think? I am looking for feedback on any and everything that I posted above. Just FYI: I would prefer not to have to make a casual game/phone game for my first title as I have absolutely no experience in this catagory and this catagory is not necessarily something that interests me. An ideal first game would be more along the lines of say Braid, or Limbo, or World of Goo (2d side-scrollers) or even a game like Minecraft. Ok, thanks then.
  3. Let me introduce myself. My name is Eric, or "redfella", and I use to be an avid hobbyist level designer for games such as quake3, wolfenstein, farcry, etc for several years (if you want to take a quick peek at some of my work go here ). I have a lot of great memories from that period of time in my life when I was completely obsessed about game development and level design. And although I never became a professional, I think I had (and have) a pretty good idea what game development was all about solely based on the team projects that I worked on. Anyways, for the longest time I have wanted to do a project related to the story of game developers. I want to tell the world about the world that I experienced when I was a hobbyist. Which is to say; the world of video games, technology, late nights, cold pizza, friends, community interaction, and of course, crafting, designing and tweaking the damn coolest maps and games our brains could possibly fathom. I want to capture the essence and obession of the world of game development and in a style similar to that of David Kushner's "Masters of Doom". (Which if you haven't read yet, I would highly recommend doing.) After pondering this idea, now and again, for the last 4 years, I am guessing that I might have a decent story to tell. Personally, I think that it would be a great story. So what the hell is the point of this post? I guess the point of this post would be to gage what you guys think about my idea. And also to find out how I might actually go about doing it. Honestly, any type of input would be great. I've tried several times to spark interest in my project (meaning, I've tried to find hobbyists and pro game devs to interview) but I've come up empty handed each time. I'm not really sure how to bring it together. Any input would be helpful. Thanks.
  4. Documentary about Game Designers

    Is this the company you are refering to?
  5. Trouble Making Friends

    The best advice I could give is to make sure that you are and that you are being the most attractive person you can be. There are four ways that people make impressions of others: 1)how you look 2)what you do 3)what you say and 4)how you are saying it. These impressions can be interpreted on a character level and on a personality level. In other words, on a level that is based on character or on a level that is based on superficiality. My advice is too focus on the character level. If you are right at your core, everything else will follow suit, i.e. your personality. This is a very vast topic. Indeed, there are many consulting, counseling and coaching firms out there that do nothing more than teach some of these principles to executives and laymen full-time. Not too mention the thousands of books that cover the topics of personality type, laws of attraction, self-improvement, self-awareness, etc. etc. I see that you are interested in improving yourself simply by the fact that you created this topic. From here, you're success with people and building meaningful friendships will be dependant on how much you educate yourself and consquently how much you choose to apply. I would recommend starting off with the legendary "7 Habits of Highy Effective People" by Covey, then take a peek at "How to Win Friends and Influence People" by Carnegie. The former builds a foundation for the latter to flourish. Hope this helps. Good luck.
  6. Hello, My name is Eric and I am producing a documentary. My current focus is on Level Designers specifically, however I am not 100% commited to that topic. I may have to, and I could very easily, adapt a broader swath of the game design hobby and profession if need be. I ask that you keep that in mind when viewing the very preliminary website for this film: I'm trying to figure out if I can make a go of this project. A major challenge I have at the moment is finding good stories to tell. I believe that the world of game design and all that entails is quite fascinating, but perhaps I am just a bit biased. I personally haven't done game design in over 3 years, but I still find this topic compelling and I think others (laymen) would too. I just have to discover some good and worthwhile stories to tell. If anyone out there (hobbyist or professional) believes that have a story worth telling, please give me shout. eric_8051 at Thanks!
  7. the coming robotic revolution?

    Well we all know what's coming next....-> Robots. I have a simple question for anyone who cares to give an intelligent answer; How can I make millions of dollars in the coming robotic revolution? Is the answer in software? Will robots have applications you can purchase for them? Will they have an Operating System? Or will all of this stuff be hardcoded into each machine? Or does the money lie elsewhere? What do you think?
  8. detective game

    Good question Anynomuous poster, however I think I may be ditching the dectective game altogether and try something different. I was thinking of a 2d Active Time Battle type game (like Final Fantasy battles). I think I have a good storyline that would lend itself well to an ATB system.
  9. detective game

    I have given some thought to making this game as accesible and fluid as possible. Therefore, adding to what Carnage described in his post, I think that it would be beneficial to use a system that involved "Items of Potential Interest". The idea behind the system is that the game would immediately reveal all Items of Potential Interest within any given location.... thereby making it easier and more intuitive for the gamer too find items in the game world. The system would also be of help to eliminate any possibiltity of missing clues and would help to prevent deadends. But here is the kicker... not all Items of Potential Interest would be necessary to solve a puzzle, or the game in whole. In fact, perhaps only 1/2 or a 1/4 of all Items of Potential Interest would lead to somewhere. Therefore, the dectective would have to collect Items of Potential Interest and then bring those items back to his office to examine them (or store them for later use). Thoughts?
  10. detective game

    Mmm, another nice post by Carnage! Thanks for all of the great ideas and suggestions. The more I mull this over the more this game concept seems to "hold water" sort of speak. I suppose it just comes down to creating a deisgn doc of some sort... Any "clues" (harhar) on how to go about creating a design doc?
  11. detective game

    Thanks for the feedback Wavinator. I have not play Rise of the Dragon, but I remember hearing about it back in the day. I'll check it out. The main thing I am trying to concern myself with now that I know what my premise is all about, is Gameplay. I'm thinking that I want it to be slow and more of an adventure/RPG type. I'm pretty sure that I do not want it to be a platformer/action/dexterity side-scroller, but conversly more of a slower, more deliberate type of game. The funny about this is that I usually tend not to like slower paced adventure games, yet it is what I want to design. -Odd. Anywho. About gameplay... How should I get started? I have a pretty good idea what my story is going to be about, but I am not sure how it incorperate gameplay elements. I was thinking of using mini-games, or as previously discussed, using modular story sequences... or perhaps a combination of both. This is really tough. :o
  12. detective game

    Nice post Iron Chef Carnage. And I agree whole-heartedly. It could work, I think. The biggest factors for determining its success ultimately lie in its ability to tell a story, a sharp, witty, funny story. Sounds like I need a good writer.
  13. detective game

    Since I recently discovered the world of independant game development, I have been trying to come up with a new and original game design. I pondered over a many different ideas, but in the end thought that most were stale and un-progressive. -But then this morning, I came up with an idea that I think may have potential... here it is: What about a detective type game? Personally, I have taken interest in the 1930's gangster/mob type era; specifically focusing on California and its essence of asthetic quality during this time period. Ya know what I mean... the fancy cream colored cars, and stucco palaces alongside the California coast, and the classy wiseguys with pinstiped suites. [example1] [example2] The game would be structured similarly to the movie Chinatown. If you haven't seen the movie, basically it is presented in such a way that you don't understand what is going on until the main character discovers it on-screen, with the audience. This type of storytelling is compelling because it forces the audience to connect with a character (as well as his or her's feelings/motivations/actions) and to relate to the events occuring. What if I assembled a game that followed a similar structure? Now you may be thinking, "this isn't a new idea! Games have always been about discovery and finding facts/treasures/items etc." -I agree with that. But this idea (I think) is different. It would be different because the entire structure would revolve around a) indentifying with the character and b) discovering exactly WHAT the game is hiding. Let me put it this way; theoretically the gamer would load up the game and have absolutely no idea what the game is about. He wouldn't know the storyline, the characters, or even any idea what to do... Until he discovered it himself. I think this is explanation may be too loose. There obviously a lot of holes in it according to the description I wrote above. Let me explain some things that may help clear it up: 1) The game will be a combination of 2d parrallax side-scrolling and static enviroments (very similar to Paper Mario). 2) The game will be set in 1930's California (perhaps even with a Paper Mario-esque type asthetic quality) 3) The game will feature items such as; a Microscope (to search documents, etc.), Binoculars (to watch certain "hot zones"), a Camera (to take pictures for evidence to show people), Lie-detector tests, Money (to buy hints/bribes/tips from people), and perhaps a good ole' bannana to shove up someone's tailpipe. 4) The game will tread a fine line between Cartoony and Film Noir. 5) The game will feature mini-games. Well, that's about all I have at the moment. Essentially the game would be an RPG, with a twist. Give me the benefit of the doubt and assume that my game idea here will be developed and polished to the highest standards. Would you play this game? Any ideas, thoughts, comments? Thanks in advance. Note: for a sampling of my work please go here. Thanks. [Edited by - redfella on May 7, 2005 11:09:00 AM]