Jump to content

TentamusDarkblade

Members
  • Posts

    500
  • Joined

  • Last visited

Posts posted by TentamusDarkblade

  1. Bioware had seasoned programmers and an established publishing branch behind them. Both of which are vital.

     

    Can you write a pitch doc? Do you know who to contact regarding funding? Are you prepared to offer salary positions to your workers? What about profit sharing? Do you have lawyers on retainer for IP Negotiations? Do you have a Technical requirement doc yet? How about a design bible? Are you prepared to take out a small business loan to see this through?

     

    If you can't answer those questions or simply don't understand them, then you seriously need to take a step back and learn more about the gaming industry.

     

    Games in the NWN and KOTOR level have cost estimates that runs in the million and above catagory. That's alot of scratch for you to raise for yourself and an insane amount for you to expect a publisher to front you.

     

    Intern somewhere, take some classes, do some mods in your free time...then come back to your game studio idea.

  2. well, if your leading a project...you've just stopped being a designer and have become a producer. First step you should work on is how you project yourself to others. Slow down, take time to spell and form your sentances. Stop using shorthand netspeak like "neways", just say "Anyway".

     

    I still stand by saying that you should intern at a game studio first, but if you're still gun-ho then go look at the Totally Gaming Network link i posted before. They offer free engines and offer publishing solutions to small, independent studios. You should be able to get some of the tools you'll need there.

  3. I thought that Lucasarts originally alluded to a feburary release date for both? So they're releasing the Xbox version earlier, which makes sense since the Xbox is an easier to develop on compared to the PC. What's the big deal? The PC gamers still get the game when it was hinted at being released before.

     

    Basically, it seems folks are pissed because someone else gets the game before they do. If so, that's a remarkable weak reason to get in a huff.

  4. you've got the right passion, but you don't have even the rudimentary knowledge you're going to need.

     

    Make a mod or too, create a super basic game like light cycles or space invaders, get a job with a game company...any of these things would offer you a huge step forward.

     

    There are always spots open for scripting interns and level design interns at game studios around my area, so i'm pretty sure you could find one around yours.

     

    I've been in the game industry as a QA tester on both the publisher and development side for 3 years. I'll be moving to design at the end of this year. Everyday i learn something new about the industry and i know i'll continue learning more as i go along.

  5. How much do normal games cost to develop?

    define normal. A game like Fable cost upwards around a couple million to produce. The games from Spiderweb Software probably cost a fraction of that. There's a pretty big range on what kind of cash you'r going to spend in producing a game.

     

    How much is the NWN 2 Development cost?
    Unknown, but i'm pretty sure that it's gonna cost a pretty penny.

     

    How much would it cost to lisence the NWN 1 or 2 Engines?

    That depends on if Bioware is planning on allowing outside developers to use their engine. Engines, depending on quality and freshness, range anywhere from Free to the 100k mark.

  6. I'd recommend that you get a job working as an intern with a local game studio or get a job doing QA work. You honestly need to see how the game industry works before you get too into your project.

     

    Also, Ender's right. You should try to get a mod done first. It's good practice for your team, to see where your strengths lie and it also shows that you have teh planning and managerial ability to pull your team together to actually create something.

  7. Herve Caen Vs. The Fallout community

     

    Today's Al Pacino Vs. Scarface Al Pacino

     

    The Bush Girls Vs. The Kerry Girls in a mudwrestling match

     

    Jessica Simpson Vs. Britney Spears Vs. Christina Aguilara in a spelling bee....nude

     

    The Rock Vs. Vin Deisel

     

    The Pirahnas from "Pirahna!" Vs. Jaws

  8. I still love how my computer is almost 2 years old now, and still a kickass machine.

     

    Dual Xeon 2.4 GHz

    2 GB Ram

    2x 80GB HD

    GeForce 4 Ti4600

    Samsung 19" Magicbright.

     

    And my motherboard is something crazy. Needed to be to get the dual Xeons. Has on board 5.1 sound and gigabit lan. Bought it Jan 2003 for 4200 bucks CAD. Probably get the same thing for 2500 now.

     

    Bought it to do 3D modeling. Ended up using it for gaming mostly. Once I have money I need to get me some new speakers and upgrade the processors.

    Yeah, very solid rig. Only weak point is the graphics card, but thats an easy fix.

  9. I would have gone 7.1 surround sound but 2.1 is decent enough.  :p

     

     

    Um, a hug?  Sorry, I am not a touchy feelie type person.  :p

    come on visc, i know deep down there is a touchy feely huggy person just dying to bust loose :)

     

    I looked at doing a 7.1 system, but with my gaming style and my apartment setup, i figured that i wouldn't get to really enjoy the positional audio. So i went with loud instead.

  10. I've finally got myself a good computer.

     

    AMD Athlon 64 3400+

    ASUS K8VSE-DLX mobo

    2 x 512 Kingston ddr400 RAM

    Seagate 200GB SATA 7200RPM 8MB hard drive

    ATI Radeon 9800 pro 256MB

    Spiffy ANTEC run quiet case

    Klipsch Promedia 2.1 speakers

     

    Total = $1197

     

    Next:

    19" Acer LCD monitor

     

     

    Ok, just had to share...it's not as much fun getting new toys if you can't brag about it ;)

  11. why would you say yer whoefully underqualified to be in design? all it takes it the ability to use tools, a good creative mind, and solid gaming knowledge. The hardest part of becoming a designer is that most designer job opening require previous experience as a designer (good catch-22, you have to be a designer to become a designer). Most of the designers i know got there start in a different area, such as in QA or as an web designer and just slowly try to drift over to the design side

  12. well, writing on a game depends on the type of game. A FPS or an RTS would most likely not even have a dedicated writer. A MMP would most likely have 2-3 dedicated writers, depending on how story driven it was. Same would go for RPGs i'd wager. I've only seen the staffing for a FPS and an MMP, so those are the only one's i can really comment on.

     

    I can say though that the parts you like of the story will generally be an amalgamation of a couple different writers. On the MMP i'm working on we have a couple writers. One is our lead writer, who is creating the arching storyline and the mini-story arches. We have our Content writer, who is filling in NPC dialogues for our mission specific NPCs and plot specific NPCs. Then we have the rest of the design staff, who all pitch in some writing. Like, the guy who creates the abilities systems also is doing the in-game descriptions and the text strings when the abilities are used. The mission designers are writing the mission descriptions, plotting the missions (using the details provided by the Lead story writer), and adding in random NPC comments and dialogues. Same would go for the item designers as well.

     

    So, the writing in a game comes from just about everyone involved with the design. The most story intensive games, such as RPGs or MMPs will have a dedicated Story writer, but most other games will just rely on the design staff to put the details in under the guidance of the creative director/lead designer.

  13. well, i've been doing QA for 3 years now. I'll give ya a break down on how it's not "playing games for money"

     

    Currently i'm working on testing abilities. I use dev tools to add all abilities to a character and then use each one, in order, and verify every aspect of them: do they cost the correct amount to use, do they play the correct animation, do they play the correct effect, do they do the correct status effect/damage/healing/etc....ad nauseum. When i finish with that pass then i'll start over again.

     

    On previous projects i would actually spend days running around an empty (enemy-less) world just verifying collision on the navigation mesh.

     

    A couple folks get really lucky and end up working as critical path testers. They actually do get to paid to play games. They are the guys who runs through the game and makes sure that you can go from start to finish without dev tools. Those are the guys who can beat games in like 20 minutes and know every exploit out there. I critical path tested a couple titles, which is alot of fun (although if i ever have to play Deathrow on xbox again i'll die)

     

    QA is alot of fun, it gives you a chance to get your foot in the door in the industry, and you learn alot about the industry while doing it. But have no illusions, it is work, it does have it's days that suck to the eleventy billionth degree, and it usually doesn't pay much.

     

    Getting into it is also a challenge. It generally requires knowing someone or wandering into the right spot at the right time. If you live in the seattle area it's easier, since there are a couple temp agencies with contracts with Microsoft for both PC and Xbox testing and they do have positions for folks with no prior experience. I'm fairly sure that cali has similiar temp agencies and i'd wager taht Austin and Vancouver both have something or will have something like that soon.

  14. Roughly how big is obsidian now? I know alot of smaller dev houses that have at least 2-3 QA testers/engineers on staff to do spot checking and fix checking. It wouldn't be crazy for obsidian to have folks like that in the future.

     

    Also, have you all checked in your local area for temp agencies that handle software and tech industry positions? they usually are the main source for QA testers to get a foot in the door and get some experience. Anyone in the western Washington area can PM me and i can hook them up with some contact information about getting into testing.

×
×
  • Create New...