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File: 42faf8f9e73e0e9⋯.jpg (33.63 KB, 640x427, 640:427, mathphd[1].jpg)

c3c103  No.16125995

How much money would I have to make before I could start funding my own medium sized videogames? Being an indie dev is a meme because most people don't have the free time to make a good game. However becoming wealthy and funding my own vidya projects sound feasible to me. Could I hire a passionate dev team to make a decent game for say $300k?

8f2558  No.16126012

If you could convince a bunch of codemonkeys and artists to move to Wyoming for development you'd cut down the wage by a good third or half.


b49118  No.16126097

File: 6b4034e768a2bd5⋯.jpg (50.14 KB, 646x634, 323:317, game dev formula.jpg)

>>16125995

Here's the formula, assuming you're developing in California where the cost of living is a goddamned travesty.

You might be able to knock off a quarter of that by doing what >>16126012 said, but you're going to have a hard time finding talent that's willing to leave California because they've basically all been led to believe that dreams only come true there.


460f43  No.16126112

>>16126097

Show me one fucking dev that's not a project lead with a pay of 120k a year. Even in commiefornia the best I've heard them paying a code monkey is 40k.


8f2558  No.16126119

>>16126112

$120k sounds like a lot until you realize a third of that goes to state taxes alone and another third is in bay area rent.


b49118  No.16126129

>>16126112

That's not take-home pay, that's cost-per-employee. The more people you have on the roster, the more variables in the equation. A good guideline for the costs you'll incur over the course of a month by having an extra hand on deck is roughly ten thousand dollars. These are lawyer fees, development kit costs, computer equipment, electricity, office space, etc.

The Unmagic Reality part, specifically the "Take Home Pay" part, is what the dev is actually getting paid. The rest is just operating costs.


4b3bc6  No.16126136

>>16126119

>Thinking anyone mentions a salary before taxes Do you want to know how I know you never earned a single paycheck?


b49118  No.16126148

>>16126136

To be fair, OP asked what he'd have to make before starting, not what devs would expect to earn. It's an easy enough mistake to make.


8f2558  No.16126168

>>16126136

In case your stupid spic ass wasn't aware large tech and entertainment companies in Claiphornia are all in bed with the government and take a cut out of those taxes while owning most of the real estate. It's in their best interest to obfuscate as much of the effective pay as possible.


97d48b  No.16126179

>>16126129

Ah shit, now I feel stupid for not taking a second to ponder that.

I wonder if there's ever been a success case of a studio that just has everybody working from home to cut back on those sorts of costs.


d9b0f5  No.16126190

File: 04183c294564ce4⋯.mp4 (1.1 MB, 640x360, 16:9, cyka_blyat.mp4)

>>16125995

>Being an indie dev is a meme because most people don't have the free time to make a good game.

<OP can't do simple time management

And, with that, this becomes a dubs thread.


b49118  No.16126198

>>16126179

It's incredibly difficult to keep everyone on the same page without an office environment and a designated working space. One of the unfortunate truths of life is that the brain gets into habits, and it gets irritable when it's not allowed to form those habits. A prime example of this is playing with a smartphone or a laptop in your bedroom. It becomes harder to sleep at night because the brain isn't absolutely positive that this room is the sleeping room. Likewise, without a place to do the coding/arting/composing thing, people get distracted and goals aren't achieved.

Shit sucks, but that's how it is. I'm sure there are exceptions and someone's managed to get a team to make a great game that made money by doing it that way, but it's introducing another hurdle in a process that's already full of stumbling points and obstacles.


8f2558  No.16126200

>>16126179

If they all shared the same apartment sure, but doing anything long distance is just setting yourself up for failure.


969242  No.16126208

File: 1f804b24eac8cff⋯.jpg (23.53 KB, 352x352, 1:1, croc checks the magnificen….jpg)

>>16126190

Check em


000000  No.16126651

>>16125995

Invest your money in subtle ways to ruin the big western companies that still operate in the industry. That is a better investment on the long run. When they are all taken down, it will be easy and cheap for you to start your own game studio, and have the market open to receive your products.


9e9efd  No.16126768

It's less about money and more about the massive time investment. If you work full time and you want to run an entire game dev studio, forget it. The only way that is going to work is if you learn to code, design or do something, find a couple of like minded individuals and take a couple hours out of your free time to work on the game. It's slow but you'll have a stable source of income. You can commission good art and sound far more easily than you can commission good software and game design, so that's what you spend your money on and meanwhile leave the design and coding to people you know you can trust (you and your friends or colleagues).


142c41  No.16126790

File: e653fa754247b38⋯.png (1.59 MB, 1024x768, 4:3, wesnoth.png)

>>16126179

>I wonder if there's ever been a success case of a studio that just has everybody working from home to cut back on those sorts of costs.

Not a studio, but I think any free software game made by more than one guy is like that. I don't think the higher inefficiency would be worth it.


bf197a  No.16127539

YouTube embed. Click thumbnail to play.

>>16125995

How about make a small game first? Like Divekick or Footsies?


b2c741  No.16127683

>>16125995

>Could I hire a passionate dev team to make a decent game for say $300k?

You can start by not hiring hipsters, sjws, or any of those diversity hires, or anyone with a tinge of marxism in them because you will lose before you can even start just because of that, and then there are those so-called 'volunteers' that turn out to be undercover sjws straight out of those pozzed unis trying to infect your own company by taking charge as either a 'community manager', 'pr/hr manager' or 'marketing director'.

A thorough background check is needed before you take them in, otherwise you're screwed.


b2c741  No.16127686

>>16127683

And by them I'm talking about employees who are not any or all of the above mentioned.


8d204f  No.16127807

>>16126651

Yet what would be an optimal approach to this? I can't really think of a realistic strategy that would have a noticable effect. The absolute best we can ever hope for here is the impossible dream of some russians figuring out a way to pirate multiplayer sessions, effectively decapitating the safe, online-only defense publishers have crafted over the past decade. This would shake up all the "pillar" franchises that hold major publishers afloat with guarenteed income. The caveat to that would be turning all multiplayer games into BRBRBRBR shitfests forever. But even that might not be enough. No, wait…

To take EA down right now, for example, you would need to completely demonetize FIFA. Whose base game is completely dead today in fact, it's all in the FUT mode now. All of it. Which is billion-dollar huge. It subsidizes all of EA's moneypit SJW fiascos. Despite being just, as it boils down, a fucking card game. So if you were to come up with all-access spoofing to unlock pay-to-wins like FIFA cards for every pirate or giving literally anyone the rarest of any and all the skins in your generic shooters, you might have a crack at crippling the entire F2P economy. Of every game. Ending it as a revenue strategy.

But can any of that even be possible?


b49118  No.16127866

>>16127807

Nothing that would work across all F2P models. Each one is a little different, despite being effectively the same, and each one is probably tied to a gashapon-like RNG reward system. You'd have to figure out how to get the function that rewards separated from the coin-drop mechanism that charges a bank account every time it's triggered, and there's no way to guarantee that all of the backend systems are identical.

In other words, there's no easy solution, but it's theoretically possible to break the most popular games and release them all at the same time to get the results you're after.


ecdf29  No.16127878

>>16126136

>implying jews dont make salary contracts on Net and not gross


8d204f  No.16127947

>>16127866

But why would you need to go through the rewards system at all? If the end result is the skin why can't you use the skin itself as a starting point in propagating it to pirate players? Can't you bypass the rewards/payment mechanic?


ccde50  No.16127955

File: f67cabecbc8f5ae⋯.jpg (73.57 KB, 418x418, 1:1, Yugi.jpg)


b49118  No.16127976

>>16127947

Because the niggers that buy into this kind of thing aren't after seeing it for themselves, they're after making everyone else see it. You can hack a gui to show you whatever you want, but unless everyone is subjected to seeing you kick their asses in Fortnite while dressed as the fairyboy from Final Fantasy XV, you're only blowing smoke up your own asshole.

People are stupid. Stupid people want other people to think they're great. Greatness, to stupid people, is measurable by appearance. And if your appearance doesn't match a stupid person's idea of greatness, it's simply not going to catch on enough to do the damage to the F2P model that you want to achieve.


0ae252  No.16127998

File: 53c58d54d94ddcf⋯.jpg (79.7 KB, 1024x676, 256:169, nyaaaaaaaaa.jpg)

>>16127955

AW SHIT SON HE DONE IT


0ae252  No.16128008

File: 4873deb21574bbf⋯.gif (2.25 MB, 600x408, 25:17, oh shit i'm okay anime.gif)

>>16125995

If you have time to post, Dubsman, you have time to make games.

Get off your ass.


075c05  No.16128018

>>16126129

I've always heard a pretty typical rule-of-thumb involving unexpected costs of projects. Take however long it's supposed to take, and multiply by two and that is closer to what it will really be; that however much it's supposed to cost, and multiply by three and that is closer to what it will really be.

But seriously, OP, either way you're looking at "millions of dollars" even just to make a minimal pixelshit indie game in a reasonable time table. Your only alternative is to do it all yourself and take twenty years, aka the Dwarf Fortress route.


b49118  No.16128027

>>16128018

For what it's worth, the image I posted came from an article about Shovel Knight. You're not off by much.


8d204f  No.16129978

>>16127976

>making everyone else see it

That is the goal of what I'm talking about here.


98c1fc  No.16146470

programming and pixel art aren't too hard

music and sound effects are hard


8187e1  No.16146489

>>16125995

>How much money would I have to make before I could start funding my own medium sized videogames?

a couple million dollars


8187e1  No.16146491

oh fugg,

>medium sized

way more than a couple million, probably closer to $10mil




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