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bit-tech Staff
Join Date: Apr 2007
Posts: 7,940
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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. Digg if you love us
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Last edited by CardJoe; 9th Apr 2008 at 07:12. |
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#2 |
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Supermodder
Join Date: Nov 2007
Location: New Zealand
Posts: 491
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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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#3 |
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So Say We All
Join Date: Sep 2006
Location: New Zealand
Posts: 1,657
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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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Hell hath no fury like a hippo with a machine gun.
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#4 |
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Player Character
bit-tech Staff
Join Date: Apr 2007
Posts: 7,940
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All I know is playing games for a living doesn't make them less fun
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#5 |
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Why so serious?
Join Date: Nov 2003
Location: Here
Posts: 2,342
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unless your tied into playing an extremely dire game to review
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My X-Box Live & X-Fire GamerTag: BladeMRK WII#: 0379 8536 3210 2060 My Flikr albums |
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#6 |
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Minimodder
Join Date: Jan 2006
Location: Portugal
Posts: 25
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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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#7 |
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Player Character
bit-tech Staff
Join Date: Apr 2007
Posts: 7,940
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Pfft - that's what QA is for.
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#8 | |
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Neuken in de Keuken
Join Date: Dec 2007
Location: Essex, UK
Posts: 2,058
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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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#9 | |
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bit-tech Staff
Join Date: Mar 2001
Location: Oxford, UK
Posts: 7,620
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#10 | |
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Player Character
bit-tech Staff
Join Date: Apr 2007
Posts: 7,940
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Quote:
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Neuken in de Keuken
Join Date: Dec 2007
Location: Essex, UK
Posts: 2,058
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Quote:
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#12 |
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my supersonic radar will help me!
Join Date: Sep 2005
Posts: 1,388
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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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People who optimise code are wimps. My code knows it's awesome, so it'll take all the time it needs. You can wait in awe |
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#13 |
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Modder
Join Date: Jun 2005
Location: Maidstone, Kent, UK
Posts: 57
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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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#14 |
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Resident frenchie
Join Date: Jun 2006
Location: localhost
Posts: 585
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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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I also have a MTBF. |
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#15 |
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Baby called to see the boss...
Join Date: Jul 2007
Location: Newcastle Uni
Posts: 597
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awesome read, this is the reason i love bit-tech
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#16 |
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Supermodder
Join Date: Dec 2007
Location: UK, Worcestershire, Worcester
Posts: 564
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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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#17 |
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What's a Dremel?
Join Date: Jan 2008
Posts: 3
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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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