Games studio

This is a discussion on Games studio within the Game Programming forums, part of the General Programming Boards category; Wat do u all think of opening a games studio?How large does the capital is and how many programmers does ...

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    Games studio

    Wat do u all think of opening a games studio?How large does the capital is and how many programmers does it need?And is it a good idea?Just a suggestion...
    S.b

  2. #2
    and the Hat of Clumsiness GanglyLamb's Avatar
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    You would need too much money, so much that you will prolly never earn in your lifetime.
    as for programmers i think you need about 10 to 15 ppl included art ppl.

    A thing you will never be able to realize unless you are a miljonair.

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    I would say you need a good business plan and enough funding!
    Medical Robotics: "Pursuing perfection in healthcare through innovations in robotics and information technologies for medicine and surgery."

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    wat do u think of starting first with a little group then slower expand to a larger group.
    S.b

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    well,
    I mean thats what a lot of small business are about! are you planning on becoming partners and put in shared-equity?
    Medical Robotics: "Pursuing perfection in healthcare through innovations in robotics and information technologies for medicine and surgery."

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    Registered User DDPhoenix's Avatar
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    I think one of the most important issues for a beginning game studio is the choice of a market: who is your target audience? What type of games would you like to make? You want to make sure that you are going to make products that will actually be purchased by someone, games that people will find very entertaining and play over and over again.

    Also, would you program from scratch or use existing game engines? Would you make smaller, quicker-to-make shareware games or larger products that require more capital and a longer production time?

    A game studio sounds like it could be a lot of fun and rewarding for all involved, but you need to make sure that you can make money and achieve your preset goals. You should find out more information about the business practices of current game companies.

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    l'Anziano DavidP's Avatar
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    one of my best friends is actually signed on with a game studio that is just opening up. trust me it takes a lot of work.

    First and foremost, you need skill. If you plan on starting your own studio, you better have skill to make a good game that people will buy.

    You also need a heck of a lot of capital. My friend's studio has been working for free for a whole year now, the entire time searching for funding and help starting their studio. Luckily a company let them borrow their game engine, however, eventually they will have to pay the company in full for that game engine which they have borrowed. They are still looking for funding as I speak, but have many contacts, and are actually getting pretty close to getting some. They should have some in a few weeks if all goes well. But still, if you plan on this, expect to be working for free for a good while until you get funding. And the only way you can get funding is if you prove your skill to the company that is giving you funding.

    You will also need about 10 people. Thats what my friends group has. They have about 10 people. You may need a little bit more, maybe even a little bit less, but 10 people is about right for a beginning game studio.
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    It depends on the type of game you want to make. I "worked"
    at a game studio for 6 months that mostly made Gameboy color
    games. The games were mostly published by EA and Infogrames
    (which is now Atari, I think).

    Anywho, they had a total of 14 people working there. There were
    a lot of artists there, and the artists doulbed as testers. I can
    remember 4 programmers. There may have been more, and I'm
    sure the company contracted some, but I only saw 4 and only
    talked to two. It doesn't take a lot of programmers to make a
    Gameboy game. I think there were maybe one or two programmers
    per game (they were developing a few titles simultaneously); I
    may be wrong about that, though.

    Also, the budgets weren't too big for Gameboy games. The
    president of the company showed me a design document for
    an Austin Powers game (I don't think it ever got made) that
    had an estimated budget of about $260,000 and a development
    time of 6 months.

    This was more than 3 years ago, though. My memory may be
    screwey, so I might be wrong about everything.

    If I were ever able to become a programmer in the industry, I
    think I'd prefer to work on GBA games.

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    Registered User dalek's Avatar
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    Do you know what language they were coding in? Was it primarily ASM or were they using higher level languages?

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    Pursuing knowledge confuted's Avatar
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    I'm sure they were coding primarily in C or C++. Coding primarily in ASM isn't something that is normally done - especially if it can be avoided.
    Away.

  11. #11
    Registered User dalek's Avatar
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    You would be surprised, I recently visited a games company where they use it a lot. they are coding PS2 games and some portions of the code are written exclusively in ASM. I have not quite worked out why, but there you go. It is still used - I guess there are some times when it is simply the best option.

  12. #12
    Pursuing knowledge confuted's Avatar
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    If they need a portion highly optimized, they can do it in ASM.... like part of the graphics engine, probably. But they'll still avoid it for the less time-critical parts.
    Away.

  13. #13
    Banned frenchfry164's Avatar
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    I would feel kinda insulted if I had to make Game Boy Color games. Even when the GBC was big, the technology was so crappy, that the games I made for it wouldn't make me feeling all happy inside when I finished them. I mean, money is money, but I would rather work at a computer game studio, despite all the stress, hard work, deadlines, and angry bosses that yell down your throat for pleasure.

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