Thread: RE: [GD-General] Prices of well-known 3D engines
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From: Gareth L. <GL...@cl...> - 2003-06-03 17:06:50
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You can just email them directly. I did when I still owned B.O.G and they varied from about $200k to $500k. And to answer your question, it's cheaper to buy :) > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: 03 June 2003 17:59 > To: gam...@li... > Subject: [GD-General] Prices of well-known 3D engines > > > Hi, > > I'm looking for current prices of well-known 3D engines, to back up an > argument I have with some people... Any quick figures for me ? > > I found those prices online: > - Quake3 > - Cipher > - Lithtech > - Gamebryo (Netimmerse) > > I'd like to know for : > - Renderware > - Unreal > - others ? > > Thanks, > - Pierre > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Gareth L. <GL...@cl...> - 2003-06-03 17:08:39
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Sorry, ignore my previous email, I just read your first paragraph, assumed the list was what you wanted to know. For a fact I know > - Renderware Very dependant on what you want, they have various packages for support and stuff. |
From: Gareth L. <GL...@cl...> - 2003-06-03 19:45:46
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> > You can just email them directly. I did when I still owned > B.O.G and they > > varied from about $200k to $500k. > > $500k ? Twice as much as Q3 ? Wow. > (For which one, exactly ...?) I think it was for Q3 at the time. It was really new, so maybe the price has dropped ? > > And to answer your question, it's cheaper to buy :) > > That's not what you think :) > I certainly would like to licence them, just to look at the code ! > oh okie. |
From: Gareth L. <GL...@cl...> - 2003-06-03 19:49:07
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Interesting, I'll take a look, but d3drm is (in my opinion) not a very good engine (It suffered from a lot of design faults in my view) and d3dim wasn't exactly a full featured games engine. That said, both were a lot better than anything else out there (although d3dim wasn't as good as OpenGL at the time), and I'm sure the people that are working on Q have, like the industry as a whole, vastly improved. And from following the lists, saying that you worked on it is an automatic reason to assume it's good. So off a webpage viewing I go. > -----Original Message----- > From: Jamie Fowlston [mailto:ja...@qu...] > Sent: 03 June 2003 18:47 > To: gam...@li... > Subject: RE: [GD-General] Prices of well-known 3D engines > > > While i've got an excuse to plug.... :) > > Q is free on Windows, Linux and FreeBSD, with minimal > support. I think the > supported license is undergoing a little massaging as we > build up to the > next release, but is 50K euros per product according to the website > (http://www.qubesoft.com/q/licensing.php), and covers consoles too. > > You could certainly debate the well-knownness of the engine, > but the company > founders' previous engine became D3D, which i believe is > fairly well known > ;p > > Jamie > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Pierre Terdiman > Sent: 03 June 2003 17:59 > To: gam...@li... > Subject: [GD-General] Prices of well-known 3D engines > > > Hi, > > I'm looking for current prices of well-known 3D engines, to back up an > argument I have with some people... Any quick figures for me ? > > I found those prices online: > - Quake3 > - Cipher > - Lithtech > - Gamebryo (Netimmerse) > > I'd like to know for : > - Renderware > - Unreal > - others ? > > Thanks, > - Pierre > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Neil S. <ne...@r0...> - 2003-06-04 00:03:13
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> > > And to answer your question, it's cheaper to buy :) > > > > Depend what you mean by cheaper. ;) > > I mean that a good (read:"Really good") graphics engine will make the final > product cost less money to create. I won't argue with that, but you said "it's cheaper to buy", so are you implying that the only way to get a good (really good) graphics engine is to buy one? Or just that, for many developers, it's more realistic to buy one? - Neil. |
From: Jamie F. <ja...@qu...> - 2003-06-04 09:56:01
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<blush> :) Why thank you, Gareth :) Although i have to say i don't work on it, but with it. It won't suit everybody at the moment (low level rendering access isn't yet available through the API, ironically, given D3D), but it does have some features that are pretty darn useful: - complete streaming solution (i don't know of any other engine that offers this, but i haven't looked hard) - full phong lighting model - underlying performant relational database - a strong world editing tool (QStudio) - complex finite state machines for controlling animation of characters ... and a number of other things too, which don't spring to mind right now. More tea needed, i think :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Gareth Lewin Sent: 03 June 2003 20:49 To: gam...@li... Subject: RE: [GD-General] Prices of well-known 3D engines Interesting, I'll take a look, but d3drm is (in my opinion) not a very good engine (It suffered from a lot of design faults in my view) and d3dim wasn't exactly a full featured games engine. That said, both were a lot better than anything else out there (although d3dim wasn't as good as OpenGL at the time), and I'm sure the people that are working on Q have, like the industry as a whole, vastly improved. And from following the lists, saying that you worked on it is an automatic reason to assume it's good. So off a webpage viewing I go. > -----Original Message----- > From: Jamie Fowlston [mailto:ja...@qu...] > Sent: 03 June 2003 18:47 > To: gam...@li... > Subject: RE: [GD-General] Prices of well-known 3D engines > > > While i've got an excuse to plug.... :) > > Q is free on Windows, Linux and FreeBSD, with minimal > support. I think the > supported license is undergoing a little massaging as we > build up to the > next release, but is 50K euros per product according to the website > (http://www.qubesoft.com/q/licensing.php), and covers consoles too. > > You could certainly debate the well-knownness of the engine, > but the company > founders' previous engine became D3D, which i believe is > fairly well known > ;p > > Jamie > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Pierre Terdiman > Sent: 03 June 2003 17:59 > To: gam...@li... > Subject: [GD-General] Prices of well-known 3D engines > > > Hi, > > I'm looking for current prices of well-known 3D engines, to back up an > argument I have with some people... Any quick figures for me ? > > I found those prices online: > - Quake3 > - Cipher > - Lithtech > - Gamebryo (Netimmerse) > > I'd like to know for : > - Renderware > - Unreal > - others ? > > Thanks, > - Pierre > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > ------------------------------------------------------- This SF.net email is sponsored by: eBay Get office equipment for less on eBay! http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Gareth L. <GL...@cl...> - 2003-06-03 22:57:08
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> > And to answer your question, it's cheaper to buy :) > > Depend what you mean by cheaper. ;) I mean that a good (read:"Really good") graphics engine will make the final product cost less money to create. |
From: <phi...@pl...> - 2003-06-04 00:39:18
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> > > And to answer your question, it's cheaper to buy :) > > Depend what you mean by cheaper. ;) > I mean that a good (read:"Really good") graphics engine will make the final product cost less money to create. Unless you already have a fully featured engine and toolset in house, or are making something that's relatively small, or you're developing somewhere where programmers are particularly cheap at the moment. gamedev-general, not gamedev-generalisation ;) Cheers, Phil PS Our sound library is technically middleware (it aquired a proper name recently as well, which I've forgotten), but everything else is in-house. |
From: Timur D. <ti...@cr...> - 2003-06-04 09:16:31
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Developing you own graphic engine will most probably cost more for the = company then bying one already existing. Unless you want to base a whole line of you titles on your own = technology or sell this technology. Its a tough trade off as always :) -----Original Message----- From: Neil Stewart [mailto:ne...@r0...] Sent: Wednesday, June 04, 2003 1:56 AM To: gam...@li... Subject: Re: [GD-General] Prices of well-known 3D engines > > > And to answer your question, it's cheaper to buy :) > > > > Depend what you mean by cheaper. ;) > > I mean that a good (read:"Really good") graphics engine will make the final > product cost less money to create. I won't argue with that, but you said "it's cheaper to buy", so are you implying that the only way to get a good (really good) graphics engine = is to buy one? Or just that, for many developers, it's more realistic to buy = one? - Neil. ------------------------------------------------------- This SF.net email is sponsored by: Etnus, makers of TotalView, The best thread debugger on the planet. Designed with thread debugging features you've never dreamed of, try TotalView 6 free at www.etnus.com. _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Gareth L. <GL...@cl...> - 2003-06-04 09:41:45
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> > > > And to answer your question, it's cheaper to buy :) > > > > > > Depend what you mean by cheaper. ;) > > > > I mean that a good (read:"Really good") graphics engine > will make the > final > > product cost less money to create. > > I won't argue with that, but you said "it's cheaper to buy", > so are you > implying that the only way to get a good (really good) > graphics engine is to > buy one? Or just that, for many developers, it's more > realistic to buy one? I'm not implying anything of the sort. I'm saying, and I'm gonna be extremly specific as to not anger Phil again, it's cheaper for a game starting from scratch with no pre-built technology to buy an already made engine that is well designed, well documented and suitable for the game. Developing one yourself is very feasable, has a lot of pros over buying one, but from a pure bottom line point of view is not as good. And yes Phil, even that is a generalization and each company should do it's own research, but a really good (for example the Quake III engine when Q3A just came out) engine would take what ? 2 coders 18 months ? 2 really good and expensive coders ? Say $100k a year. 3*100 = $300k. Remember that a worker costs a lot more than their gross salary so that is a very low estimate. I'm not saying that buying a 3d engine is better than making one yourself, please don't read that into what I said. |
From: Neil S. <ne...@r0...> - 2003-06-04 11:13:50
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> I'm not implying anything of the sort. > Well, you kind of did, to tell the truth. :) > I'm saying, and I'm gonna be extremly specific as to not anger Phil again, > it's cheaper for a game starting from scratch with no pre-built technology > to buy an already made engine that is well designed, well documented and > suitable for the game. Which is fair enough, although pretty much stating the obvious. I thought your original statement was trying to make a more interesting point about buying an engine in a much wider set of circumstances. For example, I know several people who believe that it is always better to buy a good engine, even in circumstances where many other people believe developing an engine is a better idea. I thought you were going down this path, and I have to say I'm disappointed because I would have been interested to see what people thought about this. - Neil. |
From: <cas...@ya...> - 2003-06-04 18:02:02
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Gareth Lewin wrote: > And yes Phil, even that is a generalization and each company should do it's > own research, but a really good (for example the Quake III engine when Q3A > just came out) engine would take what ? 2 coders 18 months ? 2 really good > and expensive coders ? Say $100k a year. 3*100 = $300k. Remember that a > worker costs a lot more than their gross salary so that is a very low > estimate. Unless you work in Spain, where programmer salaries are only about $20k a year. Ignacio Castaño cas...@ya... |
From: jason z. <ja...@vi...> - 2003-06-05 16:56:40
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From: Ruslan S. <si...@gs...> - 2003-06-06 07:40:06
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jz> Unless you work in China, where programmer salaries are about $8k a jz> year:-) Or in Ukraine where its about 5k. |
From: Toni <to...@4d...> - 2003-06-06 09:20:43
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Ruslan Shestopalyuk wrote: >jz> Unless you work in China, where programmer salaries are about $8k a >jz> year:-) > >Or in Ukraine where its about 5k. > > > Well, you have to take into account the living prize, a person can live decently with 20k euro/year in spain (of course if he/she doesn't want to buy an appartment ranging from 210k to 300k euros in mean), i supose usa living cost must be higher than spain's one Toni Lead Programmer insideo.com |
From: Ruslan S. <si...@gs...> - 2003-06-06 10:11:57
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T> Well, you have to take into account the living prize, a person can live T> decently with 20k euro/year in spain (of course if he/she doesn't want T> to buy an appartment ranging from 210k to 300k euros in mean), i supose T> usa living cost must be higher than spain's one Sure, but arithmetic still applies: Expenses for 3 usa coders == expenses for 15 coders from Spain. Actually, you do not need as much as 15 coders for writing industrial-quality game engine in most of the cases, so you may spend extra money to something more interesting - saving blue whales, whatever :) |
From: Toni <to...@4d...> - 2003-06-06 11:46:32
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Ruslan Shestopalyuk wrote: >T> Well, you have to take into account the living prize, a person can live >T> decently with 20k euro/year in spain (of course if he/she doesn't want >T> to buy an appartment ranging from 210k to 300k euros in mean), i supose >T> usa living cost must be higher than spain's one > >Sure, but arithmetic still applies: >Expenses for 3 usa coders == expenses for 15 coders from Spain. >Actually, you do not need as much as 15 coders for writing >industrial-quality game engine in most of the cases, >so you may spend extra money to something more interesting - saving >blue whales, whatever :) > > > Obviously publishers won't gave the same ammount of money to develop a game in spain as int USA... at least i don't think you can fool them that way :) So perhaps we will get a 1/15 fraction of the ammount of money you (USA) can get from a publisher... I don't know it for sure, as i don't work on games directly Toni Lead Programmer insideo.com |
From: Mickael P. <mpo...@ed...> - 2003-06-06 11:58:11
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>> Sure, but arithmetic still applies: >> Expenses for 3 usa coders == expenses for 15 coders from Spain. >> Actually, you do not need as much as 15 coders for writing >> industrial-quality game engine in most of the cases, >> so you may spend extra money to something more interesting - saving >> blue whales, whatever :) >> > Obviously publishers won't gave the same ammount of money to develop a > game in spain as int USA... at least i don't think you can fool them > that way :) > So perhaps we will get a 1/15 fraction of the ammount of money you > (USA) can get from a publisher... > I don't know it for sure, as i don't work on games directly Found the company in USA then, and make the job done by spanish dudes ;) Mike |
From: Javier A. <ja...@py...> - 2003-06-06 12:53:37
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Toni wrote: > Obviously publishers won't gave the same ammount of money to develop a > game in spain as int USA... at least i don't think you can fool them > that way :) > So perhaps we will get a 1/15 fraction of the ammount of money you > (USA) can get from a publisher... > I don't know it for sure, as i don't work on games directly Developing games in Spain has advantages and disadvantages: - Lower total cost for salaries (furnishing / equipment is probably similar). - Very direct and close contact with local press. - Less competitors hiring potential candidates or grabbing your own people. - Impossible to compete with offers from US/UK job opportunities. - Little software product development overall, people who want to do it have less options. - Less candidates, and less experienced ones (designers & producers in particular). - Public perception of pursuing a videogames career is *even* worse than in other places. - Less opportunities to leverage game skills in another job makes the career less safe. - "National" tastes, cultural quirks, and licenses are not viable in the global market. - Longer distance to big guys (publishers) and events. Process is perceived by them as potentially more cumbersome. - Insufficient (and piracy-ridden) local market, it's tough for new studios to start small and grow from there. - Knowledge and practice with the English language is still very scarce. That probably covers 90% of the issues. Javier Arevalo Pyro Studios |
From: Toni <to...@4d...> - 2003-06-06 13:40:03
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Javier Arevalo wrote: >Developing games in Spain has advantages and disadvantages: > > - Lower total cost for salaries (furnishing / equipment is probably >similar). > For my experience in the university, most of wannabe game developers flee to DB programming, both for non good graphics topics and the little possibility to work in they industry and the low salaries (when i went to an international game company to work as student worker (sorry, dunno the word in english) they offered me 3'60 euros/hour, and ubi is at 1 hour from my home, it was out of Barcelona). I have to say that at least that company, that i won't say the name, plays with the illusion of people for making games, and that's not serious. > - Less competitors hiring potential candidates or grabbing your own people. > Well, i've found that people is not prepared, and due the situation of game industry in spain (big comanies are only in madrid and barcelona, you force people to move, and people doesn't like to move here) > - Impossible to compete with offers from US/UK job opportunities. > Obviously, i would emmigrate if i didn't own my own company :) > - Less candidates, and less experienced ones (designers & producers in >particular). > As i've stated above, people here is educated to do "serious" software. I asked a professor once why we didin't get Real Time graphics in our university, the answer was that there wasn't demand. Seems that only universities and hospitals can do graphics here!, I'm talking only about graphics, i think CS carreer is good enough in other topics (at least my univ, can't talk for others). I will talk about producers below. > - Public perception of pursuing a videogames career is *even* worse than in >other places. > Well, teenagers think it 's cool :) but that's all... but it's normal. This is a profession you have to do because you like it, no because you want a lot of money... you don't earn a lot of money here... the above international company payed 900 euros/month to game programmers, and... well... that's a crap to be honest. > - Less opportunities to leverage game skills in another job makes the >career less safe. > - "National" tastes, cultural quirks, and licenses are not viable in the >global market. >by them as potentially more cumbersome. > - Insufficient (and piracy-ridden) local market, it's tough for new studios >to start small and grow from there. > ok, i will answer this 3 together. As Gonzo stated past March in barcelona, there's no national market here, due piracy. That's a big truth, but Javier, you can't expect everybody buys good games when they are so expensive, perhaps 50 euros doesn't seem high enough for some of you, but it is for the mean income of spanish people. So what they do? they pirate them, I don't say you have to low the games to 20-30 euros but, they're too expensive, and that's a fact. It's not a excuse, but if you want a game because is cool and you can't afford it (and most teenagers can't afford a game each 15 days) you will pirate it. Obviosuly this degenerates in: "Why i have to buy a single game if i can download it with eMule or www.warezthelatestgamesforfree.com?" and that's the situation here. This ends in: a) Producers won't invest in your game if it's not a world-wide targeted game, so little studios can't develop little products for national market b) As you can only make international titles all the national tastes, as you say must be ripped out, for example one can't add national jokes or so to the game, even when would be funny to see Maria Teresa Campos in a video game ;) > - Knowledge and practice with the English language is still very scarce. > We do our best, but english is hard, at least speaking it without accent and correct pronounciation Javier, English have a lot of strange phonemes ;) >That probably covers 90% of the issues. > > Yep, and i'm totally agree in 90% of the 90% ;) Toni Lead Programmer insideo.com |
From: Ivan G. <dea...@ga...> - 2003-06-06 21:55:15
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> Well, i've found that people is not prepared, and due the situation of > game industry in spain (big comanies are only in madrid and barcelona, > you force people to move, and people doesn't like to move here) I'm from Croatia, and we practically don't have the game industry(only two serious companies, AFAIK), both located in the capital. However, I don't think the situation is much different in USA either. I mean, regarding the size of the country, you can't expect to have a development studio 20 mins from home, so I guess people need to move there, too. Personally, I don't find moving to another location such a bad thing... > > - Impossible to compete with offers from US/UK job opportunities. > > > Obviously, i would emmigrate if i didn't own my own company :) And I'd emmigrate if I had a chance :) Emiggration to USA is almost impossible these days(even harder than getting a good job in the industry there :), and GB is not really attractive :) > > - Less candidates, and less experienced ones (designers & producers in > >particular). > As i've stated above, people here is educated to do "serious" software. The same thing here... Fortunately, most of the things one should know in order to work in this industry can be self-thought(it is harder, but still possible if you have a strong desire). > > - Public perception of pursuing a videogames career is *even* worse than in > >other places. > Well, teenagers think it 's cool :) but that's all... but it's normal. Yes, people still don't take it seriously. But it will change with time. It is entertainment industry, just like movies, so I guess people will eventually get used to it. > are so expensive, perhaps 50 euros doesn't seem high enough for some of > you, but it is for the mean income of spanish people. So what they do? > they pirate them, I don't say you have to low the games to 20-30 euros > but, they're too expensive, and that's a fact. It's not a excuse, but if > you want a game because is cool and you can't afford it (and most > teenagers can't afford a game each 15 days) you will pirate it. Exactly. 50eur is way too much for people here - not just teenagers, but everyone. Even if it's two times a year(and two games on twelve months just isn't enough). And the pirated game costs a little over 1eur per CD. > > - Knowledge and practice with the English language is still very scarce. > We do our best, but english is hard, at least speaking it without > accent and correct pronounciation Javier, English have a lot of strange > phonemes ;) I like English very much. And now that I've started learning German, I don't find English difficult at all ;) Piece of cake :) -Ivan |
From: <phi...@pl...> - 2003-06-06 22:43:38
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> > Well, i've found that people is not prepared, and due the situation of > > game industry in spain (big comanies are only in madrid and barcelona, > > you force people to move, and people doesn't like to move here) Damn, I'd probably move to Barcelona (subject to reasonable offer, learning spanish, spousal approval, and not for a few years yet anyway). Mediterranean weather, working public transport system, amazing architecture, Sonar festival. I mean, you guys actually have culture... ;) > Yes, people still don't take it seriously. But it will change with time. My single friends tell me it's actually a plus point these days. Who'd've thunk it? Cheers, Phil |
From: <phi...@pl...> - 2003-06-06 16:44:14
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> Obviously publishers won't gave the same ammount of money to develop a game in spain as int USA... at least i don't think you can fool them that way :) Does mean the royalties kick in earlier. Well, assuming you can get to that point. Cheers, Phil |
From: <phi...@pl...> - 2003-06-04 21:46:18
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> Remember that a worker costs a lot more than their gross salary so that is a very low estimate. Actually I was sort of thinking about people like CroTeam on that one (and in a fairly flippant manner too, no offence intended), but I'm sure it's applicable to unsigned bedroom teams as well. You've got to have a fairly experienced team to make good use of a third-party engine. Plus the fixed costs involved tend to mean you recquire / expect a certain level of success / sales from your first title. To be fair, if I had 6 months to knock out a 3rd or 1st person, action-game license with a newly formed team of professionals, I'd use a 3rd party engine in a shot. Doubly so if I was working on contract, or otherwise, expected to move on after completion (like if I found myself working for someone with a reputation for laying off teams straight after gold-master). However, given the same team, and two years to create a new studio with a long term dedication to original titles, I'd have to weigh my options more carefully. For example: Personally speaking, I might license a good physics engine, as I find that stuff about as fun as pulling my own teeth, but if one of the team had physics experience, and was still enthusiastic about it, and I thought they could carry it, I'd probably keep it in house. Cheers, Phil |
From: Gareth L. <GL...@cl...> - 2003-06-04 09:42:32
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> > > > And to answer your question, it's cheaper to buy :) > > > Depend what you mean by cheaper. ;) > > I mean that a good (read:"Really good") graphics engine > will make the > final product cost less money to create. > > Unless you already have a fully featured engine and toolset > in house, or > are making something that's relatively small, or you're developing > somewhere where programmers are particularly cheap at the moment. > > gamedev-general, not gamedev-generalisation ;) Please read my other reply. And come on guys, lighten up, this is gamedev-general, not gd-algorithms :) |