Since we are going to Montreal for the MIGS next week, we felt like we were in the right mindset to talk about one of the biggest aspect of game development: Financing. Financing is hard. Not because it’s so complex, but because most people who go in the game industry don’t care so much about money as they care about making games… That is, until it’s time they actually get paid.
So, let’s start with the salary. Let’s say you want to make an indie game like Rocket League or Overcooked. You need people to come up with the art, code, design, manage the project, test the game, and take care of the soundtrack and visual effects. Not all these people have to work on the project full time from start to finish, but you usually need multiple programmers, testers and a full art team (modelers, animators, etc.). Let’s average it and say a team is composed of 10 people from the beginning to the release of the game.
If we check statistics on salaries in the game industry, game developers are paid between 35 000$/year and 70 000$/year. If the game takes one year and a half to make, imagine the total cost for a single, small scope game that can’t be sold at AAA game prices (For example, Grand Theft Auto V Budget is estimated to be slightly higher… at around 265 million USD for development and marketing!!!).
Congratulations, you have a game! The only problem is, nobody knows about it, so nobody buys it. That means you have to increase your budget for marketing and ads, which can cost thousands of dollars!
And that’s only to release the game, but you’re expected to support it and churn out updates for months to come, which means that your team has to keep working on it and generate income, and you have to keep paying them a salary.
This oversimplification illustrates well why indie developers so often ask for financing and publishers. It’s either that, or we end up like these guys:
Hear ye, Hear ye!
This day marks the beginning of a great journey! Indeed, the Kingdom is sending two of its best diplomats abroad.
Their mission : Go to the yearly event called “MIGS” (http://www.migs17.com/en/home/) to create alliances with delegations from other realms, such as Microsoft and Nintendo.
The journey actually begins in two weeks, but preparations are already well underway, as this will prove to be a challenging travel. Our seasoned diplomats have already finished practicing their cool handshakes, and must now move on to preparing what they actually have to say!
If you meet them, be sure to say hi. They don’t bite, or so I’m told.
Last week, we revealed the first few shots of what Guards! looks like, to give you an idea of what to expect in the final version. These pictures were in-engine, but were taken at an angle very different from what you would see during gameplay. I want to use this opportunity to talk about the importance of good camera settings in a game.
First, let’s go over the first-person view:
This view’s main advantage is that it is really immersive.
However, since the player’s view is very close to the game’s elements, you have to invest a lot more time and resources in the art of your game, which can be costly for smaller studios.
So, we should probably go for a top-down view, right? Let’s take a look:
This camera is not as immersive as first-persion view, but is still pretty close to the action.
Being this close allows players to fight more easily since they can better see the details of the action…
but it feels a little cramped, and we hardly have any idea of what the surrounding streets look like, or where they might lead to.
How about we back up the camera a bit?
That’s much better! This perspective reveals much more context to the player, allowing them to navigate the city more easily.
Furthermore, they can now spot enemies and allies all around them. The camera being farther away is not too much of an issue to prevent players and spectators alike from understanding the action. We have a winner!