Dev Kit question

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13 comments, last by TheChubu 11 years, 2 months ago

Just be aware that "15 minute playable demo" is alot more work than it sounds.

Yep. I worked on a 45 second non-playable demo for a publisher pitch once, which cost about $110,000...
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Getting a publishers attention even once you have a great demo is hard work - I've made a quite a few with fair sized teams for games publishers which didn't get through, along with a few which did. It's hard work, especially if you're not already a known company or figure in the industry.

My advice would be to make the demo on PC, and then sell early access (pre-alpha etc.) direct online and/or do a Steam greenlight or kickstarter. This is what I'm doing now, and funnily enough it's also how I got into the games industry in the first place - I made a shareware game and that was part of the portfolio I used to get a job.

I just think it would be a sunken cost to buy a ps3/X360 dev kit as they are nearing the end of their life cycles.

Not to mention that you can’t buy them as an individual anyway…


L. Spiro

Actually you can't buy them at all. For a one time fee they are licensed to you(r studio), but they remain the property of Sony/Microsoft.

Actually you can't buy them at all. For a one time fee they are licensed to you(r studio), but they remain the property of Sony/Microsoft.


In theory that is true.

In practice they are bought and sold by third-parties (and black market) all the time. For example, despite all the legal agreements in place, an alleged Xbox 720 dev kit recently sold on ebay.

To do legitimate development work on a console you will need to go through the legitimate channels. But that does not mean you cannot buy them at all.

Gotta catch 'em all!

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

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