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created how to start a game company?
on 02-19-2011 11:27 AM
I saw articles on
"how to make an animated movie"
but not, how to start a "3D Games Company"
i saw duke nukem project fail, why did they fail?
any website that give info on this subject
thanks.
Mechatronics Engineering = Electronics + Mechanics
Game Programming/simulation = Graphics + Programming
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, triangle,
377 Posts,
Join Date Mar 2009,
Location Jordan
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Ok. What kind of game company do you want to start?
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, polycounter,
1,244 Posts,
Join Date Oct 2006,
Location Oakland, CA.
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~ Step One: Make a Game.
Portfolio
Senior Character Artist - Slide London
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, polycounter,
832 Posts,
Join Date Jan 2009,
Location London
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Start small. For the love of god start small.
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, Polycount.com Editor,
1,759 Posts,
Join Date May 2009,
Location Redwood City, CA
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MMO, go big or go home
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, spline,
117 Posts,
Join Date Dec 2010,
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I hear MMO's are the entry level. :|
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, triangle,
354 Posts,
Join Date Jan 2009,
Location Seattle, Washington
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Get a ton of experience working in games and then start studying business.
+ what dreamer said.
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, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
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Quote:
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Ok. What kind of game company do you want to start?
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make 3D Games -initially for PC- , I believe I can make an Epic Game.
A game like this
with pre-rendered screens , like syberia II
I made this long time a go
Quote:
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Start small. For the love of god start small.
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good tip.
ps: i need some years to start, because I'm working on a degree now.
Mechatronics Engineering = Electronics + Mechanics
Game Programming/simulation = Graphics + Programming
Blog
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, triangle,
377 Posts,
Join Date Mar 2009,
Location Jordan
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MMO is where the money is!
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, polygon,
743 Posts,
Join Date May 2007,
Location Stockholm, Sweden
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These days, focus on official add-ons or ports for already-released games. Look at what Gearbox has done. Working on Opposing Force and Blueshift for Halflife gave them enough income to mess with other franchises like James Bond and Brothers in Arms.
Look at Threewave - specializing in online gameplay components of some of the biggest FPS games out there.
Both wildly successful and yet their projects are (or at least were) relatively small when they started out.
But to work on those kinds of projects, you need to prove to the publisher house that you can do what you say you can. So you need to put together some kind of tech demo or proof of concept, to show them what you can do and in what sort of timeframe. Time is money afterall, so they won't give you a contract if you do subpar work in twice the time it takes some Vietnamese outsource studio to do it.
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, Moderator++,
6,239 Posts,
Join Date Nov 2004,
Location Richmond, TX
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Quote:
Originally Posted by Joshua Stubbles
Look at Threewave - specializing in online gameplay components of some of the biggest FPS games out there.
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psst... Threewave essentially shut down.
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Quote:
Originally Posted by Shaffer
MMO, go big or go home
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lol 
"If you want to experience the thrill of sailing, step into your shower fully clothed, turn on the cold water, and begin ripping up $20 bills."
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, triangle,
350 Posts,
Join Date Jul 2007,
Location Utah
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Yeah facts that are obvious like start really small as your first project and if it's for money then work on something that you think the market wants. In a way this needs a bit of market research but try to also work on something that you're interested in and mix them together.
Like, I'm working on an Iphone game based on a uni project I made. Not only did I choose it cause I think it's entertaining and fun to make but I reckon there's a gap in the library of games that will be the new home for it and I expect some interest.
So yeah start small, enjoy it and think carefully about your market.
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, dedicated polycounter,
1,465 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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 So long as it includes dinosaurs eating magic carpets i think it will be a winner 
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, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
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My professional opinion is what everyone else has been saying:
MMO or death.
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, veteran polycounter,
4,049 Posts,
Join Date Nov 2004,
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Download Gamemaker and make an MMO, for Wii, distributed by Apple.
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, dedicated polycounter,
1,493 Posts,
Join Date Mar 2010,
Location Norway
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a newer video for my game
ps: i don't want to do MMO
Mechatronics Engineering = Electronics + Mechanics
Game Programming/simulation = Graphics + Programming
Blog
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, triangle,
377 Posts,
Join Date Mar 2009,
Location Jordan
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what is your target culture or country?
1be different while appealing to the mainstream.
2You cant have a game studio if you have no game.
3Just make a game. the company will come if you make the right game.
Believe in yourself! Have faith in your abilities!
Without a humble but reasonable confidence in your own powers you cannot be successful or happy.
- Norman Vincent Peale
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, card carrying polycounter,
2,372 Posts,
Join Date Dec 2009,
Location Johnson City,TN
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hey Belias I want to help you make game
bye !
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Katamari Damacy meets Marble Madness? That... actually isn't a horrible idea.
If you played with the physics you could have a really unique puzzle game on your hands. Abosorbing metal could make you faster and heavier, water would make you slippery and glide around, any combination of elements would create unique gameplay throughout the game with an ulitmate goal of "eating" enough junk. It would be up to the player what they absorbed. A skillful player may grab tons of water and beat a level in record time, but have to skillfully maneuver around bridges and such without dying.
I think you need to make the gameplay a little less 1 dimensional and give the player a bit more freedom of movement. Too many narrow bridges to cross. Find a way to really expand the playfield while keeping it interesting and not require so much hand placed art assets.
Get that physics system in place, make some expansive fun to play levels and you may have something. Also Katamari Damacy is an example of something so wacky and out there that it appeals to everyone, sorta like your anubis vs. the magicians  . In fact find a way to bring your zany 3d art into the game, it's a crowd favorite for sure.
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, card carrying polycounter,
2,473 Posts,
Join Date Nov 2008,
Location San Diego, CA
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Quote:
Originally Posted by Dreamer
~ Step One: Make a Game.
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Nao...Step one: Create a Game Project (written analysis) Step two: create a game.
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, veteran polycounter,
2,919 Posts,
Join Date Dec 2009,
Location Sauga, ON
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I have no idea what i am looking at....but the game looks insane. And I want to play it.
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, dedicated polycounter,
1,843 Posts,
Join Date Jun 2009,
Location San Diego, CA
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I've said it before and I'll say it again.
You are either bat shit insane or one of this worlds true geniuses. Either way cheers to you my friend. Never give up!
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you made your own version of I-fluid?
http://www.i-fluid.com/
Serozh Sarkisyan
Environment Artist
Infinity Ward
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, dedicated polycounter,
1,305 Posts,
Join Date Sep 2008,
Location Los Angeles
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Yeah, big ouch on the i-fluid similarities. I picked up i-fluid a couple years ago on Steam, it was really fun.
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, polycounter,
1,046 Posts,
Join Date Dec 2008,
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