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Canine Blues Arooo
Jan 7, 2008

when you think about it...i'm the first girl you ever spent the night with



Grimey Drawer

ThePopeOfFun posted:

How much does a Temp Writer position for a game like Diablo IV pay? Not something I can hope to get right now, but I do write for a living and transitioning to games wouldn't be impossible. I'm evaluating different industries and trying to plan long-term. My impression is...probably not much? Is narrative lead the terminal position?

I'd guess somewhere in the $22 - $30 / hour range, and that might be erring on the side of optimistic. Writing is not particularly well comped in most studios and Blizzard specifically is not known to pay as much as some other studios.

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ThePopeOfFun
Feb 15, 2010



Ouch. I figured writing is not the pinnacle of anything in the games world. Would be fun to write that stuff though!

Janitor Ludwich IV
Jan 25, 2019


can i make a game and get rich or are asset flip indies dead now

leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.


Janitor Ludwich IV posted:

can i make a game and get rich or are asset flip indies dead now

Sure, it's possible. But it's far more likely you'll not recover costs.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.


Janitor Ludwich IV posted:

can i make a game and get rich or are asset flip indies dead now

I don't think there was ever a time where "asset flip indies" made enough money to qualify you as "rich" lol

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!


leper khan posted:

Sure, it's possible. But it's far more likely you'll not recover costs.
The key is to automate it

leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.



That's a great talk and my business side friends still talk about it.

Paranoid Dude
Jul 6, 2014


Janitor Ludwich IV posted:

can i make a game and get rich or are asset flip indies dead now

Indie darling of last year, Phasmophobia, was made by a team of one with no art team using solely asset flips. It's very possible to succeed with an asset flip indie game given it can be as incredibly marketable as Phasmophobia's unique premise/implementation.

Play
Apr 25, 2006

So I roll with a rolling thunder
And I howl with the howling wind
And I drift downstream for as long as it takes
To get up and around the bend

Also as time goes on it stands to figure that free / cheap assets will increase in quality and number and be easier to use and still look decent.

Still, out of all the small games released on steam every year most of the total failures are low effort asset flips and the majority of the successes have original art.

leper khan
Dec 28, 2010
Honest to god thinks Half Life 2 is a bad game. But at least he likes Monster Hunter.


Play posted:

Also as time goes on it stands to figure that free / cheap assets will increase in quality and number and be easier to use and still look decent.

Still, out of all the small games released on steam every year most of the total failures are low effort asset flips and the majority of the successes have original art.

Most of the successes have some sort of budget behind them. Bespoke art requires a budget, the same way bespoke code does.

chglcu
May 17, 2007

I'm so bored with the USA.

Play posted:

Also as time goes on it stands to figure that free / cheap assets will increase in quality and number and be easier to use and still look decent.

Still, out of all the small games released on steam every year most of the total failures are low effort asset flips and the majority of the successes have original art.

The major problem with purchased assets - in my opinion - is just that itís drat near impossible to create a full game with a unified visual theme using them, unless youíre specifically creating the game around a limited set of assets, which is inherently very constraining.

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.


chglcu posted:

The major problem with purchased assets - in my opinion - is just that itís drat near impossible to create a full game with a unified visual theme using them, unless youíre specifically creating the game around a limited set of assets, which is inherently very constraining.

Definitely. Although as an indie, even if you have an artist creating unique art for your game, you don't have an unlimited budget and so you're still effectively working off a limited set of assets.

Good game designs are all about coming up with something where the whole is greater than the sum of its parts.

Also having those restrictions can help you be productive, like with a jam topic. Necessity is the mother of invention and all.

Still, you're totally right. It sucks when you find a pack of art that looks good and you can buy but then there's one or two things missing you want, and finding those assets elsewhere means they don't really jive as far as visual style.

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