Games Are Risky - But They Don't Have To Be

Games Are Risky - But They Don't Have To Be

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@LittleBlender
@LittleBlender - 01.03.2018 21:20

Very important subject. Keep up the content mate!

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@gracicot42
@gracicot42 - 01.03.2018 21:38

Nice tips there. Thank you!

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@suicune2001
@suicune2001 - 02.03.2018 00:28

Game design is like gambling. Don't use anything you aren't willing to lose. I'm fully funding my game because I have saved up to do that. (and I'm working full time) If my game were to completely fail, I wouldn't be penniless or anything. It would suck if I didn't make any money back but I understand that is a very real (and more likely)  possibility but I would be ok if that happened.

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@onesevenfourone
@onesevenfourone - 02.03.2018 02:58

Vertical slice, totally 100% the way to go. Not only to let others try your game but also for you to see your idea will work.

Regarding the expenses, it can vary a lot: do you have employees? Are you paying for people to do content for you? These are the largest expenses you will normally get. The most you can do yourself, the less you will expend.

If you can code and do 3d art, you can do the majority of a 3d game by yourself. You can then hire professional composers, sound designers, voice actors (if applicable), and yes, if you want the very top quality it will be very expensive. But you can find cheaper alternatives, you can find a lot of quality royalty free resources in the internet nowadays.

On the other hand, if you are just a designer, you just think about the idea, you will have hire people to work for you, and this costs A LOT, not only the salaries, but also the physical space and infra-structure, the computers, equipment, etc.

So indie development can be both cheap and very expensive depending on many factors.

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@darclin
@darclin - 02.03.2018 04:38

"if your not part off the conference... Why? its 100% free" Its simple, stream. Not everybody have a schedule which allow them to watch stream.

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@LinkingYellow
@LinkingYellow - 02.03.2018 07:31

Really cool idea. I'm probably not going to use it because I design games I would want to play in my own free time, but it's a great tactic for people who are more desperate for a hit game.

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@manuelka15
@manuelka15 - 02.03.2018 08:15

Wow! Vertical slice is such a simple concept. When I watched Adam the other day, it was like... well, every project obviously needs a vertical slice! It's also a great way to make estimates for your budget.
But now watching your video, I realized that this concept is something I just learned in the last year. Cool video! You summed it up quite well.
(I'm Tozy)

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@AskGamedev
@AskGamedev - 02.03.2018 10:26

Thanks for the video Tim. Wise words.

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@sebastianwardana1527
@sebastianwardana1527 - 02.03.2018 14:47

Are there recordings, VODs or anything?

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@SkeeterMakesGames
@SkeeterMakesGames - 02.03.2018 20:32

This channel is starting to grow fast.

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@LivrosEletricos
@LivrosEletricos - 03.03.2018 04:15

After 2 years of anguish, studying and planning my game, that's exactly what I'm doing.

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@markwatson3248
@markwatson3248 - 06.03.2018 22:57

Thanks for the tips. I will be developing a game through my college so wish me luck lol

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@ianlins2792
@ianlins2792 - 23.03.2018 08:07

Hey, just wanted to let you know that watching your stuff inspired me to draw a (simple) concept art of a game idea that came up in my head. Thank you.
Edit: and its 2am here.

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@sosasees
@sosasees - 08.04.2018 21:47

I only planned 3 Levels for my Full Game anyway,
but some other Developer might be Different,
or I might plan more Levels in the Future.

Good, that this Video exists.

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