PCAD 200
Industry Research
Many people would love to be a part of the game industry, work in a large company creating games that people will enjoy. So would I, be great for the experience. Though this is a tough area to get into as many individuals will be applying for that same job, plus the industry wants a fresh mind that can generate new ideas, and showcase them professionally. So this got me thinking about getting into the industry by creating Indie games. Well, this isn't as easy as people think.
The problems that I found for Indie Developers on Gamasutra are these:
- No Funding
- No funds equals less incentive to work. Who really wants to work for free. Although there are ways to make money through websites like https://www.kickstarter.com/ but even this may prove difficult as you will have to convince people to give up their money for your game.
- Resources
- An indie developer won't have the same resources as a large company would.
- Protecting Work
- Your computer may be hacked and could mean you would lose all the work that you have done to the game. If another company makes a clone of your game, how would you be able to file a law suit without the funds to do so.
- Flooded Market
- Many platforms such as Android and Apple are flooded with games. You would have to really stand out of the crowd with your new game, especially the fact that you will be up against professionals.
- Publicity
- Probably the most challenging aspect of a indie developer, How does a fresh developer get their games shown to the world, most developers choose social media sites like Twitter and Tumblr.
http://www.gamasutra.com/blogs/KateReichert/20121101/180767/Top_5_Problems_Faced_By_Indie_Game_Developers.php
I think that the best plan for me would be to earn some experience and money in a large company, so that I can gain the knowledge needed to make this possible.
Resources
There are many different software's that will be an essential part to creating either a 2D or a 3D game. Depending on which game that I will be making, will depend on the software that I will need.
If I am to be creating a 2D game, then here is a list of the software and prices:
- Game Maker Studio
- Price: $99.99 (£60 approx.) for the Professional version.
- Multimedia Fusion 2.5
- Price: £249.99
- Construct2
- Price: £80 for personal use.
- Photoshop
- Can no longer purchase, so have to purchase a subscription at £18 pm.
If I then decided I wanted to start creating 3D games, this is the software that I will need:
- AutoDesk 3DS Max 2015
- One of Autodesk's 3D creation software used to create 3D models for use in either animation or game worlds.
- Price: £3,300
- Although they allow for educational use which is free, but this version doesn't allow for selling your models
- AutoDesk Maya 2015
- This is the second 3D software that Autodesk have to offer, this version is known more for animation use.
- Price: £3,795
- This is also available as an educational version.
- Zbrush 4R6
- For high-detailed models to showcase modelling skills. This allows to carve a model like a sculpture using different styles of brushes.
- Price: $795 (£460 approx.)
Game Engines
- Unreal Engine
- A large engine that has been used on numerous AAA Games developed by Epic Games. A free version had been produced (UDK). Epic Games have recently announce that for a monthly subscription fee of £15 approx. you can have the full access of Unreal Engine 4. You can also use this to distribute game, but Epic Games charge a 5% gross from the sales when games are creating using this engine.
- https://www.unrealengine.com/register
- CryEngine
- It is possible to get a free version but without the distribution services (SDK). Crytek have also recently announced that you can purchase the new CryEngine and distribute games for a low price of £5 per month. Whereas the Unreal Engine ask for 5% gross, Crytek ask for no royalty fees when distributing a game.
- http://www.cryengine.com/
- Unity 3D
- There are two ways of purchasing this game engine, either a monthly charge or a one time payment. The one time payment would cost me £1,500, whereas the monthly payment would be £50 approx.
- https://store.unity3d.com/
Developer Licenses
Apple Store
Going back to the indie market, if I wanted to then create an app or game for the Apple Store, it would cost me £60 approx. This would allow me develop, test and distribute within Apple products. I would have to purchase an Apple product such as a Ipad in order to be able to test any games or apps I create.
By having a Apple developer account, whenever I create an app or a game, I get to:
- Pick the price
- 70% of sales revenue
- Monthly Payments
- No charge for free games or apps
- No credit card fees
- No hosting fees
- No marketing fees
Android
If I also wanted to then distribute games within the Android App store. There would be one time fee of £15 approx. It's as simple as that. This then allows other people to use your purchase if you allow them to.
Windows Store
This is the third app store, the price and the abilities vary depending whether I would purchase an individual version or a company version. An individual version would cost £15 approx per year. However, with this version, I would be restricted from using certain app capabilities. I also would not be able to list desktop apps on the Windows Store.
If I was I was to purchase a company version, These restrictions would be lifted off and allow me to then use the full potential, However, this comes at a significant change in cost as it would cost me £60 approx. per year.
App/Game Costing Budget
In an article by Carter Thomas, he outlines the cost of apps depending on which type of device you would be making it for.
Here is the list that outlines the cost:
- Simple, table based app - $1,000-4,000 - you provide all the content, clear direction, and example apps of what you want it to do. If you know your way around Photoshop, you can probably supply the graphics which will cap this project at $1,500. The additional costs are when you want to GPS locators, Social media integration or bells and whistles like that.
- Database App (native) – $8,000-$50,000 – Again, you provide every piece of content, image, writing, sound, etc. The cost is going to come from creating the logic within the app and architecting all the usability and/or game play. The content will usually be dropped in and then parsed accordingly. These projects tend to be front heavy since the data is what’s driving the entire game and the framework is so important.
- Games – $10,000-$250,000 – The hardest to ballpark. As a benchmark – I’ve heard Angry Birds cost anywhere from $125K-$180K to develop (although they were pioneers). Talking to some developers who are into the hardcore game source code (render, sound, maths, physics, etc), many of the racing games will that use the gyroscope will be $125,000 without even blinking – and that’s just for the code. Even if you try to keep it hyper simple, games get complicated quickly. Hooking into game center, having top scores, and integrating with an online community can be tricky. The benefit of a game is that they download in much greater number. As a marketer, there is nothing more viral than a fun game, which is something to keep in mind for your ROI. Ask yourself: how much do I need to spend to make a “fun” game? That’s only something you can answer.
So If I wanted to continue with making a game, I would definitely need to save up some money, as much as what I can in order to be able to make a game. I think this would take some time to save up as there would be a lot of money that would be going into the creation of a game. Even though this can be rewarding.
Taxes
This is probably the most boring part for most. Filing paperwork for tax. But if I want to be able to have a small company that creates apps and games, I would have to do this as it is one of the most important parts of business. Without it, it is possible to be jailed and bankrupted, this wouldn't look good on a resume.
More information can be found at: https://www.gov.uk/set-up-business-partnership
Jobs
Job Title
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Outsourcing
Assistant
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Skills Required
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Character
Artist,Environment Artist,2D / Concept / Texture Artist,Graduate Artist
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Job Description
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Lockwood Publishing
Ltd are a Nottingham based studio who develop and publish entertainment
software for a wide range of digital download platforms that include
PlayStation Home, web browser, Android, iOS and social media platforms
including Facebook.
We are currently
looking for an Outsource Assistant who is self-motivated, organised and who
can clearly communicate ideas in a creative environment.
The ideal candidate
will have the following:
- Evidence of being
self-organised
- Very good English
communication skills, both written and verbal
- Strong
understanding of efficient UV layout for low poly objects
- Understanding of
the normal map creation process
- Good texturing
skills and knowledge of Adobe Photoshop
- Knowledge of 3D
applications, preferably with experience of Autodesk Maya
- Knowledge of game
engines
- Good 3D modelling
skills with the ability to create game ready assets within the given
technical limitations
- Knowledge about
technical limitations in real time game engines and the ability to find
solutions to these limitations (LOD, texture size reduction, etc.)
- Being able to
adapt to new technologies.
- Keen eye on
detail, colour, and composition
- Flexibility &
the ability to learn new skills over time.
- Previous game
development experience preferred
- Experience of
reviewing and giving feedback to outsource vendors beneficial
- Portfolio should
demonstrate strong 3D modelling and texturing skills
Desirable,
but not essential skills:
- Experience
with Hansoft, SVN and Perforce
- Experience
working with Home Development Kit
- Experience
working with Unity
Your
responsibilities will include:
- Working closely
together with the production team and in-house artists to collaborate with
outsourcers
- Writing Outsource
Document briefs
- Providing
constructive feedback to outsourcers as they create assets
- Making
corrections on art assets delivered by outsourcers
- Ensuring
delivered assets are successfully added into the game engine
- Fixing bugs
- Retexturing and
editing existing back catalogue items
- Contributing new
ideas for products
This is a permanent
position. Salary DOE+Benefits.
Applicants should
send their CV and Covering Letter to jobs@lockwood-studios.com quoting
reference OutAssistApr14
Company Benefits
Include:
Nottingham Workplace:
Good night life and
sports facilities including:
|
Job Title
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3D Generalist
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Skills Required
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Animator,Character
Artist,Environment Artist,2D / Concept / Texture Artist,UI Artist
|
Job Description
|
3D Generalist
About us: Bossa Studios is a BAFTA and Develop Award winning games studio based in the creative Shoreditch area of London, UK. We are the proud creators of games like Surgeon Simulator, Monstermind, Deep Dungeons of Doom and Merlin: The Game. Led by three veterans from the games, entertainment and mobile industries, the studio’s vision is to disrupt the status quo within the pc and mobile gaming markets across a variety of platforms. The Bossa team is driven by doing things differently, creatively, with an edge, with charm and with flair. About the role; We are looking for an experienced, talented and hardworking 3D Generalist to join our top quality team and truly elevate the studio art style with their talent, insight and innovation. The company is continuing to grow and the fast paced environment offers opportunities to a creative individual who is looking to be part of the design and development process. You will work closely alongside all the production team and be offered the opportunity to contribute and shape the studio’s artistic direction. Within this role we would expect to see a 3D Generalist who is incredibly strong across several disciplines. You will be happy to move between different art tasks including asset creation, modelling, rigging, texturing and animating. Job Description:
Required Skill Set:
About you;
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Riot Games
This seems to have been a great place to have gained a lot of experience before my final year, although it is now too late for me to apply. And also, as I'm heading into my final year of this course, I wouldn't be legible for this internship. Plus I have never played League of Legends, so maybe a little time for being introduced to new games wouldn't go amiss.
Insomniac Games
A great place to have started out, a large gaming company that would have been great for experience, but once again, out of time. Maybe this could be a place to try and get a head start in the game industry in the near future.
We have been given the task by our client, which is the Devon and Somerset Fire and Rescue Service to create a fire safety game. This game must be child friendly as it will be aimed at 10-12 year old mainly. We have been asked to design multiple ideas, both 2D and 3D so that they may chose which game will then be put into production. For this game, we will need to introduce; realistic features, escape roots, customization.
I am part of a team that will be creating a Fire Safety game. It will be a 2D side scrolling game that will have multiple platforms. It has been set in a house in which I have been set the task of creating multiple rooms to fit the design.
Diary
9/1/14
We started the session unknowing what each of our roles we’re going to be. We had already been put into the teams prior to this session. During the session, were given our individual roles according to which part of the team we was in. As I am in the Art team, I was given the task of level design. During the session, I had to find reference for 2D pixel art of both kitchens and the basement. I managed to find a few references. I had to then continue looking for more reference images and the then create multiple concept sketches of each room of the rooms that I was given.
16/1/14
I had to present the quick sketches of each of the rooms that I had tone in order to find the particular look/style that is wanted for the game. After presenting these sketches, I was then given the task by the Lead Artist to then create a background of a room by next week using a 16bit colour art style. So I decided to start on the kitchen as I had already created a simple design for it. After being given this task to complete for next week, we were then showed how to set up a Google drive.
23rd January
I started today by showing the lead artist my background of the kitchen which I had completed to the lead artist, he was satisfied with what I had done. At this point I was then asked to then start other backgrounds for other rooms. So I agreed to get started on the background for the lounge room. I started by looking for different reference images of lounge rooms. I did this so that I could use a particular style for the background. I had spoken to one of the programmers about the size of the images for both the characters and the background would be best suited for the game. He wasn’t sure what would be best. I tried to then ask another part of the team but they weren’t sure either, I was just told to create an image and see if it fits.
30th January
I started this session showing the rest of the team the design concept of a kitchen that I had created. Although I had created this concept, I had a small understanding of the pixel art style that we would be using, I wasn’t sure if I would be using 8bit or 16bit for the assets. I talked to Ben about this and was told to then use 16bit. The production manager sat with us individually and talked through what we would be doing. He then set us short deadlines to meet so that we keep the progress of the pre-production going. As I am in level design, I was given the task of creating the backgrounds of all the rooms. I knew I could some ideas done, but another artist was given most of the assets to do within the week. I tried to talk to the Production Manager about this when he was talking to me and another member of the art team, but he wouldn’t split the rooms up in half so that it would be an equal amount for both me and the other artist. I continued to pursue the task of trying to find out what would be the best size for the game, I was then told by another artist that 320p x 640p were suited best for the background. So I worked out that the best size for the characters would then be best at 160p x 100p.
6th February
For this session I had some designs for the background for the rooms ready to show. But as I wasn’t unable to get in today I continued with the given task from the week previous and brushed up on a couple of them.
13th February
Prior to this date, we all received an email from the production manager about how this production was going. Many people were unhappy about this but I could see his frustration, so I continued with what I had been doing before. After creating a few backgrounds, I was then told that the tasks given had been changed the week previous. I then had to speak to Ben to find out what was happening. It took some time to figure out as I had we had to go through the asset list with the art department to give us all an equal amount of work to do. I was given the task of creating a finished kitchen concept by the
27th February.
At this point, I didn’t have anything to show the group as I wasn’t given any task to complete the previous week. So I talked with the Lead Artist about what he needed from me so that I could get started on it. I found a few images online and then chose out of one of them to then create. I was then told to start doing assets for the kitchen. I was happy with getting started in this room.
6th March.
At the start of this lesson, I didn’t have the full kitchen ready to show to the lead artist as I had been recently unwell and unable to complete the work that had been set for today. I had already spoken to the Lead Artist about this and he understood. I had also been told to do only as much as I could do. I managed to complete about half of the kitchen ready to show. During this time, we had been having issues with other artist not completing the work set given to them. I spoke again with the Lead Artist about this problem, so we used the asset list and put names of artist on the sheet for them do to that particular room. I was given the lounge assets to complete.
13th March.
Throughout the week, I had been working on the assets for each of these rooms that I had been given. After each of the assets had been finished, I had uploaded them to the Google Drive so that the Lead Artist could see the work that I had done, just in case I had to make changes and also, so that the Programmers could then pick the images they needed so that they can be used straight away to be put into the game. I managed to get all of the work done that I had been set. Unfortunately, I was told that another room had been left out. This was the hallway, which was only small, so I got started on the as soon as I could.
20th March.
I had come in today with an already finished hallway. I had already uploaded this to the Google Drive so that it would make it easier to obtain for other members. I went through with the Lead Artist to make sure that there weren’t any changes that were needed to be made, and that he was happy with all the work that I had already done. Luckily, he was more than satisfied with the artwork that I had done as there was little time to change anything. I had nothing more to do at this stage.
27th March.
I had already completed all of the tasks, and so I had nothing else to do, I asked on multiple occasions of there was anything I needed to do, but at this point there wasn’t so I couldn’t do anything else. The producer of this team had been showing the client what had been completed. I had a brief discussion with him afterwards, which I found out that they were reasonably happy with the work that had been done on the game, although a few changes could be made. I wasn’t given the full details at this point.
24th April.
I had started today with nothing needing to be done. So I decided to help the lead artist with the art for the Loading Screen. In this, I helped with the different colourations, and placements of the each item.
Work I have completed
24th April.
I had started today with nothing needing to be done. So I decided to help the lead artist with the art for the Loading Screen. In this, I helped with the different colourations, and placements of the each item.
Work I have completed
Kitchen Concept
Lounge Wallpaper
Bedroom Wallpaper
Rose and Leaf Patter Wallpaper
Striped Wallpaper
Kitchen Tiles
Kitchen Cupboard
Kitchen Drawers
Kitchen Fridge
Kitchen Microwave
Kitchen Oven
Kitchen Sink
Hallway Candle
Hallway Coat Rack
Hallway Table
Hallway Stairs
Loading Screen
Evaluation
At the start of this project, I wasn't sure what was happening for the development side of the game as it took too long for us to have the game chosen out of all the ideas that were made. I'd say that this took far too long which gave us less motivation and a lot of aggravation for when we finally had the idea chosen. When the production first got under way, I didn't know what I needed to do as I hadn't been set a task. It took a short while to be told that I had to create design concepts for separate rooms. Throughout the project, I was constantly asking what needed to be done as there was no clear outlay of what task were completed and which tasks weren't. It wasn't until about half way through that there was a task sheet for me to follow for each of the rooms. Also, I had to complete tasks that other members had been set to complete, I was under a bit of stress due to this as we had little time for me to complete each of the task. This didn't help as the pre-production took too long to complete as I previously stated. I had to learn pixel art very quick for the art of this game as I hadn't done any of this before, although I did enjoy creating pixel art and found it very easy to use once I got to grips with it.
For my artwork, I only spent a few hours on each of them as I knew that they would take long to create. This allowed me to make any changes. But in showing each of them to the lead artist, the work was to the standard that he wanted for the game. So I was impressed with myself for this.
In overall view of the whole project, I found that it was a frustrating task with all the unknowing tasks we wasn't sure we had to do. If I was to do another game like this, I would definitely make sure that the task were completed and have a clear layout of how much to spend on each art work so that if there were any changes to be made, then there would be plenty of time to make these changes. Other than that, I thoroughly enjoyed create new artwork and learning a new style for me to use.
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