Game Development Community

investors needed

by Vadim T · in General Discussion · 09/24/2001 (8:20 am) · 35 replies

game dev needs money to be invested. take me for example: i'm a university student which means half of my life is studies. i also need to work becose i need to live. so how much time is left for the game i'm developing? well not too much. if someone would invest into my game so i wont have to work but i'll get money for developing my game i'll have more time to develop it and there'll be progress. but no one invests into game developing. so what we got here: game developers dont have enought time to develop their games coz they need to work and no one invest into game div. so in that situstion i dont know if new games will be at all.
the resolve is simple: SPONSOR, INVEST into game dev.
so if anybody knows where i can get somebody who'll do it let me know.

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#21
09/27/2001 (3:04 pm)
Let me sum it up for you.

Work harder, sleep less.

// Clocks out
#22
09/27/2001 (3:17 pm)
Hmm.. I just have something to add about investors.
Even ater making a good demo, think twice before offering the product to investors. Be very sure that you are getting what you actually want and try to contact an attorney if possible only accept offers from people you truly , TRULY trusts, you may ask why?
Often "investors" are suits people who will only see this as a business sometimes they wont provide the money themselves but loan it from someone else (and take a big cut in the process).

Also oftenly they will try to make the game a part of the company, this sounds nice on paper, but in reality means they get the copyrights of the game not you! in a extreme case they may fire you and keep the game, be careful with what you sign! in other cases, you may be signing a contract to pay expenses yourself, pay high interests for the loan or worse!

If you dont have someone you trust to loan you the money, and you are not 100% sure the people you are dealing with are legit, try to keep your game as a garagegame (=)) it will take longer, but if everything goes as planned you should be able to raise money for your studio yourself and get to know people you may actually trust.

This is one of the reasons why is important to start companies with simpler titles and grow from there ;)

just a word of advice, I hope its helpful.

Just remember, if something looks too good to be truth it probably isnt.
#23
10/30/2001 (7:57 am)
Sleep? whats sleep?

Not that I recommend it but, I only sleep 4 hours a night, except on the weekend when I crash, and I stll need more time :)

Keep your chin up, stay up late, find people who share your vision, thats all I can recommend.

Its hard to find good people who will work for free, and when you do, most of us work in our spare time, and it takes alot of motivation sometimes to keep people on track. But if you beleive, and they beleive, it will get done.

I have been working on my game in some sort of fashion for over 4 years, and now with the ability to have the source code of the engine, and not having to worry about first getting funding for a license, then getting the game published, it has accelerated our progress greatly. (now just have to worry about getting published)

So keep your eye on the ball if this is truely what you want. The only times I would say give up are if you really dont love doing this, or if you start doubhting you can get it done. Always beleive!!!!!
#24
10/30/2001 (9:28 am)
You should say this every morning you wake up:
"I don't make games for living, I live to make games!"
If it feels wrong when you say this then maybe you should change your passion :)
#25
10/30/2001 (11:44 am)
If you ever find a sucker dumb enough to invest in a company that has nothing to show let me know. I could use the money. Would I use it to produce a game? I don't know yet, I'll let you know when I get the money.

Alc
#26
10/30/2001 (1:03 pm)
I think i got the solution.

To stop working on the big project. Instead to start a small game (or even a MOD), finish it in short period of time, and use it as a demonstaration product later to get investors invest in the big project.

Does this plan have a chance?
#27
10/30/2001 (1:35 pm)
Now there's a thought..use a mod, e.g., Half-Life to storyboard your Torque engined game. Is anybody doing that? Is it feasible?

I remember seeing George Lucas doing an animated story board of the Star Wars films using a video camera filming pingpong balls on the end of sticks (representing Tie fighters).
#28
10/31/2001 (9:18 am)
Yes, that is a really good idea Vadim. You'll have a much better chance of getting funding once you get something out the door. However, you will more then likely still need a demo of a major product before someone will invest in it. You'd have a much better chance of getting the funds after the demo is released if you have a mod completed.

I would also say that creating a mod would be a better use of your time right now since you seem to not have much time to devote to the project.

Alc
#29
10/31/2001 (10:28 am)


I had an idea that sprouted from the last couple of posts to this thread;
What would you say to a dev team making a mod (say for Quake3 or HalfLife) that was completely re-writing the gameplay to match what the team is going for in their game then make a map or two and release it as a tech demo?
would that be a good idea or just more work than it's worth?
#30
10/31/2001 (12:02 pm)
If you really want to be impressive, work on the game in your free time (like the time you take to post on this forum, you seem to do it quite regularly). Make it a labor of love, all the best things are. I am also in college, I spend more than half my free time making maps for Counter-Strike, and what's left wishing I could play Counter-Strike (sadly, I havn't gotten the update. I havn't had time. How ironic). I heard some guy made Steel Beasts in his free time. It took him 4 years (or something like that) to program it all. It got published and I think it got an Editor's Choice from PC gamer. He has a job, he got the game made, and he even had less than you to start from!
If you seriously think you need money to get a game done, maybe you aren't as comitted as you thought to it.
#31
11/01/2001 (1:07 pm)
Well, the result of less than 2 hours of sleep at the past 36 was : A PLAYABLE HL MOD.
It uses couple of things i developed before (and even some graphics from the web) and i dont think anyone would enjoy playing it, but it demonstartes that i can make something. Now all i have to do is upload this 50MB to the web. Anyway i'm not sure that it will help me, but what the hell it worth a shot.
#32
11/01/2001 (2:29 pm)
that's good. I wish I could play your mod but no Half Life here so I'll have to wait until you have a demo of a real game or something like that.

I hope it works out for ya'



- ian wheat
#33
11/02/2001 (7:25 am)
Vadim, I am glad that you managed to create a mod in 36 hours, but from your statement "...and I don't think anyone would enjoy playing it..." things don't sound good.

Why? Well from your statement it seems to me like you're forgetting that games are all about entertainment! You can have all the cool programming and the best artwork in the world, but investors will still avoid it like the plague because they don't find it interesting.

My recommendation... take some extra time (you have all the time in the world so use it) and work on making your mod highly entertaining (to the point where people want to skip school or work so that they can finish it), and pull out the old rag and put tonnes of spit and polish into it until it has an unnatural gloss to it :)

Logan
#34
11/02/2001 (1:40 pm)
Well it has:
1 weapon
1 monster
1 map (of a square room :) )

but it does demonstrate coding and art abilities.
I didnt make it for entertainment, it just somthing to show investors when i'll ask for money.
#35
11/02/2001 (3:13 pm)
Investors won't want to invest unless your mod has good ratings at the local download site. (Unless you find an HL-Loving investor =)

So my reccomendation is take more time like L Foster said and make it a great mod then release it on a Half Life web site and if it gets many downloads and good reviews then it's time to show it to investors.


- ian wheat
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