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Old 9th Apr 2008, 07:06   #1
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How To Start Your Own Games Studio, Pt 1

http://www.bit-tech.net/gaming/2008/..._studio_pt_1/1

All gamers have had an idea for a game, but many don't know how to launch their ideas off the ground. Now, Mark Morris of Introversion kicks off a new series examining how to launch your own independent studio. First up; how to tell the good ideas from the bad ones.

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Old 9th Apr 2008, 08:28   #2
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I'm not personally looking into ever creating games, however that was a great read. Well done
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Old 9th Apr 2008, 08:35   #3
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i cant help but think that making games for a living would make them less fun to play, thou i agree it was a great read and i look forward to Part 2 (soon please)
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Old 9th Apr 2008, 08:37   #4
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All I know is playing games for a living doesn't make them less fun
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Old 9th Apr 2008, 10:16   #5
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unless your tied into playing an extremely dire game to review
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Old 9th Apr 2008, 10:26   #6
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Imagine having to repeat the same level 50 times in a row, just to test some AI algorithm. Then fill your report, wait a few days for the code fix and repeat it all over again. Then you discover another bug and have to, once again, retest it. Might be fun for the first few times.
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Old 9th Apr 2008, 10:29   #7
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Pfft - that's what QA is for.
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Old 9th Apr 2008, 11:15   #8
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Joe, you don't happen to know off the top of your head how big the team was for Audiosurf, do you?
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Old 9th Apr 2008, 11:29   #9
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Quote:
Originally Posted by Djizasse
Imagine having to repeat the same level 50 times in a row, just to test some AI algorithm. Then fill your report, wait a few days for the code fix and repeat it all over again. Then you discover another bug and have to, once again, retest it. Might be fun for the first few times.
Testing is a soul killer
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Old 9th Apr 2008, 11:32   #10
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Quote:
Originally Posted by badders
Joe, you don't happen to know off the top of your head how big the team was for Audiosurf, do you?
One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.
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Old 9th Apr 2008, 11:34   #11
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Quote:
Originally Posted by CardJoe
One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.
That's the way to do it!!
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Old 9th Apr 2008, 12:40   #12
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im a designer in my spare time and being a lead games designer is something ive always wanted to do and after folling the industry for 16 years you tend to spot certain exploitable traits, my biggest hurdle is getting people to listen as to if im onto a winner.
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Old 9th Apr 2008, 15:55   #13
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....I have deja vu from this article (the first page at least) - visions of a blog, Mark's maybe....
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Old 9th Apr 2008, 16:30   #14
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Nice first part...
But why does the last caption speak about Darwinia and show a pic of DEFCON ?
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Old 9th Apr 2008, 17:15   #15
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awesome read, this is the reason i love bit-tech
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Old 9th Apr 2008, 22:53   #16
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Nice read, though i have thought about going into the industry, i've decided not too as i want to keep it a hobbie rather than my whole life.
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Old 8th May 2008, 08:46   #17
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Great article. Looking forward to the rest of the series.
I mentioned this article on my blog too, in a listing I have made of articles about starting up a game studio.

http://ronin.kybernesis.com/index.ph...wn-game-studio
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