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Need to hire a team.

by Rob · in Jobs · 07/13/2010 (1:43 am) · 11 replies

i'm looking to build a demo for a game for xbox live arcade/psn network to purposely get a publisher onboard.


i'm a writer, and the story is completely developed, but the gameplay is mostly concept, but heres roughly what i want..

3/4 overhead coop hack-n-slash, low polygons, undecided engine.


roughly how much would this cost to get a working demo, ROUGHLY? dont respond with "thats impossible to estimate." I realize that their are many varibles, but i'm def shopping, so let me know what engine you would use and cost. thanks.

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#1
07/13/2010 (4:34 am)
I'd say the answer to that has to be 42

You can't estimate even roughly with the little information you've shared, you're plans for a demo may be something that can be created in a week or could be complex and require months worth of development.

You say you realize there are many variables but only you know the answers to most of them so I'd suggest you have a look around - see what engines cost, what features you want, how much art and content, sounds, etc --- because no one else can answer it for you.
#2
07/13/2010 (8:24 am)
Publisher's don't shop independent game developers for the next game they want to put on XBLA or PSN. They go to established, actual companies that have a record of shipping projects on time.

There are plenty of "AAA" developers out there right now who are floating between mega million dollar projects and need cash in the meantime and are being picked up to work on smallish games.

That being said, here's some costs that might be involved in developing a game.

Middleware, like Torque or Unity: 1000-1600 bucks

Art is extremely expensive, a character model will run you as much as 3K just for one.

I don't have any idea how much contract programmers want. If it were me, it would depend on the project and how much time it would take. A Hack and Slash is kinda tough because melee combat is difficult to program and have it be any good at all. If it was just point and click like Diablo I guess that wouldn't be that bad.

I'd say if you have to hire a programmer and buy art, expect to spend something like...at least 30 large.

It really helps for the "core team" to have an artist OR a programmer... if you are rolling in with just writing, its gonna be tough, but with enough money anything is possible. :)
#3
07/13/2010 (10:40 am)
Art is extremely expensive, a character model will run you as much as 3K just for one.

Even in nightmare I didn't dream about such prices for characters. :)

I can make AAA characters 8-10 times chipper.

Check my works, please.

http://mr-necturus.com/
http://spivak.freehostia.com/
http://www.the3dstudio.com/product_search.aspx?id_author=489430
http://www.youtube.com/user/MycroSlonik
#4
07/13/2010 (11:10 am)
Devin,

ok, i didnt add that character art is finished, but storyboarding is around 80% through the entire game...the character art took me around 10 months to complete, finding artist etc. Their not 3d modeled or anything, but concepts. i'm also working on a cgi trailer, and a graphic novel.

30k is not that bad, obviously an exact estimate is impossible, i just wanted ballpark from a tech position, i'm a writer so its somewhat difficult to grasp.

Nerturus, i will take i look at your work. I'm leaving for work now
#5
07/13/2010 (11:49 am)
@Rob,

William and I are looking for contract work. We have a 2D game nearing completion but would like to find a new project to start soon. You're welcome to look at our samples-

www.machinecodegames.com

Check out the portfolio page for pics, we're happy to answer any questions you might have about our work.

If you have a design doc we'd love to look at it and see what your design requirements are. We can work up a bid from there based on what you need and what you can afford.

#6
07/13/2010 (11:55 am)
Hope you will not be disappointing.

Regarding characters art. Actually many modelers, which are able to make original characters themselves (as me - your humble servant for instance:)) don't need front or side character projection, just concept art really.
#7
07/13/2010 (12:15 pm)
@Rob
That is the same thing we have been doing for our project, you can find people around here that are willing to do certain task for a good price. The ART is the killer. If you find yourself an amazing artist then you are in the game.
#8
07/14/2010 (2:36 am)
@Rob

You might want to state more about the Co-op. Like split/screen, networked, and single screen will vary the programming production cost.
#9
07/14/2010 (7:32 am)
Thanks Mr. Scott..


the game features network and local coop, single screen...obviously, if the budget doesnt allow for it, that can be cut, but i would def opt for network coop..


little more about the project:

3/4 overhead view, mature and gory hack and slash, med rpg elements, long epic campaign, but with lower end visuals.. i'm thinking more diablo-like, but polys would be nice

i will be PMing some folks that i'm interested that post in this thread..
#10
07/14/2010 (6:53 pm)
Just a note that there is no mention about audio (music and sfx and voice acting alike)!

While not as important (apparently from this thread) music will bring life to a game (think of a movie without music), not to mention sound fx and voice acting! No game should be without! ;)

EDIT: BTW, Rob, better offer an e-mail for people to reach you.
#11
07/14/2010 (7:02 pm)
Thanks Nikolas.


I def understand the importance of music, and i wont be neglecting it, but first things first, this is the beginning stage


here is my email for anyone wanting to directly message me, please list specific experience.

morrowbaypro@yahoo.com