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Do you know what it really takes to make a video game? Do you know why a game costs $60
or even $80. Making a game takes a ton of work.
Sometimes I think I should try to teach a class in it in high school. Creating a game
might be something that some students might want to do and having a class about it would
allow them to experience what it really takes to make a game. It's not just about having
fun, it's about lots and lots of work. It's about reports, schedules, budgets, tradeoffs,
teamwork. All the things I wasn't taught in high school or college for that matter.
Pitching
Most people think that a game starts when someone has a great idea for a game. The
problem is that almost everyone in the industry and every game player thinks they have a
great idea for a game. Someone has to be convinced that your idea is the one idea that
should get done. This is done by pitching the game whether you're an internal team (a team
that is internal to the game publisher) or an external development team (a team not owned
by any publishing company but that does products on contract for a publisher.)
To pitch a game you have to create pitch materials. The better your materials the
better your chance of getting your game approved. Usually the minimum materials are a
small report 2 or 3 pages describing the game briefly. If you can't describe the game
briefly then you are unlikely to be able to keep the attention of the people you are
trying to sell the game to. Most of them are not game players. Another common pitch
material is the storyboard. Storyboards attempt to show the game with pictures. Good
looking storyboards definitely make an impression over those teams that don't have them.
Even better than storyboards is an actual demo of the game.
Time and Money
What many people don't realize is that the game they pitch must be able to be done in a
certain amount of time within a certain budget. Lets say you wanted to make a 3D Fighting
game with 20 different characters and 1 background for each character. An intro video
introducing the game and a video ending for each character when that character wins the
game. How much time and how many people is that going to require.
Lets guess that each character will take 1 month to create in 3D and animate. Each
background also takes 1 month. The 3D programming we guess will take 1 year. The intro
video will take 4 months and each ending video will take 1 month. Add it up.
- 1 month * 20 characters = 20 months
- 1 month * 20 backgrounds = 20 months
- 1 year of programming = 12 months
- 1 intro video = 4 months
- 1 ending video * 20 characters = 20 months
That's 20+20+12+4+20 = 76 months. In other words, if one person could do all the work by
themselves it would take them 6 years to make the game. Of course 6 years is too long to
take to make a game. If you started today, in 6 years the video game systems that people
have at home would probably have been replaced. Instead of a Sony Playstation they'd have
a Sony Playstation 2 or maybe even 3 and your game would have no market anymore.
Most publishers would like a game to take about 1 year. So if you wanted to get your
game done in a year you're going to need at least 7 people. 76 months / 7 = 10.8 months or
almost 1 year.
How much do 7 people cost for a year? Well an artist can cost anywhere from $30,000 a
year to $100,000 a year depending on their experience. A programmer from $40,000 to
$100,000. Lets just guess and assume you get 6 artists for $45,000 each and one programmer
for $65,000. That's $45,000*6 + $65,000 = $335,000. But wait, people need benefits like
health insurance, they need supplies like paper and pencils. They need a place to work
like an office with a desk, a phone and a chair. You also have to pay certain taxes in
addition to the taxes that each person on the team pays. All that adds up to around 30% of
their salary. So, $335,000*30% = $100,500. Your total cost is now $335,000+$100,500 =
$440,000. Okay, now you need equipment and software. Each artist and programmer needs at
least one computer. A reasonable computer with monitor will cost at least $3000. Artists
need software and 3D software can be very expensive. Lets say you decide to use 3D Studio
Max. That's $3500. They may need a copy of Photoshop or some other painting software which
is about $600. Your programmer will need a an editor $200, and a development system,
$30,000. So the total for equipment so far is
- 7 machines * $3000 = $21000
- 6 3D Studio Max * $3500 = $21000
- 6 Photoshop * $600 = $3600
- 1 development system = $30000
- 21000+21000+3600+30000 = $75600
Total so far, $516,500.
Now lets say you ask a publisher for $516,500 and they agree to give it to you to make
the game. What did you forget? Well some things that come to mind, music and sound effects
for one. Also, your schedule probably didn't take into account all the communication that
needs to go on between team members so they are all working as a team. Do you need someone
to lead the team? Do you need a art director to organize the artists and make sure that
all the artwork in the game has a consistent look? You could ask one of your 6 artists to
do it but then they will be busy managing the other artists and won't have as much time to
get their work done. Who is going to pay the bills, do the payroll, order the equipment
and software. Whoever does it will have less time for working on the game. What about a
network? Are you going to have a network so that people can share there work with each
other without having to use lots of floppy disks?
Lets add one more artist as art director and because they are the art director they
command a higher salary of $60,000. You also hire a producer or manager to both organize
the team and pay the bills and manage the other money matters. (Maybe you don't like the
idea of hiring a manager and instead you want to manage. Now your time is taken up by
managing so you are going to need to hire someone else to do the work you no longer have
time for. Either way it's going to require another person). You need to contract out for
music and sound effects. That can easily cost $60,000 to $80,000.
Lets add that in.
- 1 art director = $60,000 + 30% for rent, insurance, taxes, supplies, ... = $78,000
- 1 producer = $40,000 + 30% for overhead = $52000
- Music and sound fx = $70,000
- 2 more machines = $3000 * 2 = $6000
- 1 more 3D Studio Max = $3500
- 1 peer to peer network = $4000
New total = $4000+3500+6000+70000+52000+78000+516500 = $730,000
Lets say you ask for $730,000 from a publisher and they give it to you. You now have
enough money to pay your team for exactly one year and no more. If you forgot something
tough luck. If it takes 16 months instead of 12 you're going to go hungry for 4 of those
months or your going to have to re-negotiate with your publisher and they are going to
want something in return for your failure to deliver your game within the time and budget
you originally promised. They might for example lower your royalties or they might demand
a part of your company. They might ask you all to take a 50% pay cut until you finish.
Lets take a look at royalties. Most games by external developers are done on an advance
against royalties arrangement. That means that the $730,000 they gave you is an advance
against your royalties. Maybe you got 15% royalties and the game sells for a suggested
list price of $49.95. You don't get 15% of $49.95. You get 15% of net so if the list price
is $49.95 the wholesale price is probably 45% of that or $22.48. If this is a Sony
Playstation or Sega Saturn game they both charge around $8.00 per disc sold as a licensing
fee so the net price is $14.48. 15% of that is $2.17. Your team gets $2.17 per unit sold.
You got an advance of $730,000. $730,000 / $2.17 = 336,406 units. You must sell 336,406
units before your team will see any more money than they already got. Not very many games
sell 336,406 units. Maybe only the top 10 games on any platform.
Another issue that comes up here is the feeling that the publisher is being greedy.
The typical point of view of the developer, you, is that you are going to do all
the work and they are getting 85% of that $14.48. You feel like you should get more.
I know I often felt this way. Here's the other point of view. From the
view of the publisher they put in $730,000 and probably several $100,000 more on marketing
and plus they also need to pay sales people and marketing people and producers etc.
Lets say they spent a total of $1,500,000 on your game. What have you spent?
You've spent $0. They are risking $1.5 million dollars on you. If you
or your team fails they are out $1.5 million dollars. On the other hand you risk
nothing. If you fail you already got from them $730,000 dollars. That hardly
seems fair. The reason they get all the money is that they are the people taking all
the risk. That actually brings up another point, if you want a better deal, lower
their risk. For example if you develop the game entirely on your own and then once
it's finished you go to them and they decide to publish it you can usually get a much
better deal. The reason is that they don't have to risk as much money. Of
course they still have to risk all the money they will spend of advertising and
duplication and distribution and sales. Unfortunately most people can't make a
product on their own. It takes too long and too many people.
Design
Design is going to be different for different types of games. For the type of
game I like to make, action games or action adventure games, I personally believe the best
way to design is by storyboard and sketches. I've seen teams make huge documents 300
to 400 pages long for their games and I personally don't think it works. Nobody
wants to read a 300 document. Instead you probably need some kind of outline just
so
you can make sure you've got everything listed. Then you need to design each world
and each character and each object. Each item will need two basic things, a visual
design and a behavioral design. The visual design would be designed by the artists.
This is one way to get your artists involved in the game. Give them a basic
idea of what you want to do with the game and then give them a couple of days to go off
and sketch settings or characters or objects. Then have a big meeting and decide
which of their ideas you want to actually use in the game. Once you've
chosen, have
the artists make much more detailed color version of those items. You see this type
of thing in movie production. The #1 reason you need this is you need to make sure
everybody understands what everybody is trying to make and a visual picture is your
blueprint. In other words, "make what you see in the picture".
The perfect example of this is the original Star Wars. If you look in to the
making of Star Wars you will see lots of paintings by a guy named Ralph McQuarrie. I
used to think those painting were made after the movies since they looks so close to
scenes in the movies but actually the opposite is true. Mr. McQuarrie drew those
paintings and then from those paintings people made the movie. If you think about it
you can see why this is so important. It takes lots of people to make movies and
video games and without images like these nobody will have the same idea for how to make
their particular piece of a level or scene.
Secondly you need behavioral design. This is best done with sketches. In
the movies this would be the black and white sketches that show each scene and camera
angle. In a game these would be sketches that show each item and character and all
their moves and behaviors with notes giving details for things like timing, speed,
distance, power etc. While working in Zombie Revenge at Sega I saw hundreds of these
sketches. Every motion needed for every character had a sketch describing the motion
BEFORE it was created.
Levels also need to be sketched. These should look like blueprints or top down
maps that show where each item/door/character etc should be. Having worked both ways
I personally believe levels should be laid out on paper by game designers and THEN those
designs should be handed off to artists so the artist can build the level based on the
game designers blue print. This lets the game designer make sure the level is
designed to be fun, fair, not frustrating, etc and lets the artist make it look beautiful.
Some of you are going to think you can just jump into a map editor or 3d program
and start creating a level. I could happen but I've never seen a really good level
come out this way on time. The problem is without a blueprint you have no idea where
you are going or when you're done. You'll just keep noodling and noodling until you
get bored and start working on something else. If you have a blueprint you'll have a
specific goal in mind. You'll know when you are finished and when you are not.
You'll know what other things need to be created for the level before the level is
even built.
The successful companies where great products are made on time the designer is at the
top of the heap. From the designers the game is made. That means they must be good
people capable of leading, of creating designs that are possible, of not creating
frivolous un-thought-through designs that the team implements and then have to be thrown
away. They need to be aware that from their designs, thousands of dollars will be
spent implementing them and that bad decisions from them will cost lots of money and
possibly the entire project.
Programming
Art
You're Done
to be continued...
