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what's needed for gamedev actually?

fukurou

fukurou

the supreme coder
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I never understood the whole concept of companies burning through hundreds of millions of dollars to make a game. especially the raw sewage goyslop that is video games for the modern audience.

I mean isn't all that's needed like Unity, or Godot, or RPG maker, and maybe some blender or daz3d? those are like 10$ courses.

am I missing something?
 
Depending on which type of game you want to make. If it's a AAA game then you need a SHITLOAD of people to do 2d and 3d artists work and also environment, weather, animations, mocap, character and weapon audio recording/mixing, music, ai stuff, questing, scripting. It's super easy to burn millions of dollars if you have massive dev team making next slop.

I mean isn't all that's needed like Unity, or Godot, or RPG maker, and maybe some blender or daz3d? those are like 10$ courses.
You ain't going to make AAA game with just engine that you need a lot of people to offload the work. Making game as a solo dev is insanely hard especially when you want to do a competent 3d game, all of those "indie" 3d games always buy assets or hire someone temporary to finish something that they can't on their own. You don't seem to understand anything about game dev mate. Even official licenses of modern software is ultra costly and you need to multiple them by x devs every month, every year. And i haven't even mentioned marketing and HR hags, other PR stuff or even outsourcing shit to the other studios or 3rd world countries.

1731076990637
Brave 2024 11 08 15 43 54

:feelsdevil:

PS Epic also takes a cut from game devs for using their engine so you will earn even less money, Steam also wants their cut.
Brave 2024 11 08 15 46 35
Brave 2024 11 08 15 47 00
30% steam cut gets lowered after certain milestone if you are AAA i bet it will be lower than 20%
 
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I never understood the whole concept of companies burning through hundreds of millions of dollars to make a game. especially the raw sewage goyslop that is video games for the modern audience.

I mean isn't all that's needed like Unity, or Godot, or RPG maker, and maybe some blender or daz3d? those are like 10$ courses.

am I missing something?

The game's budget covers:

Cost of the people in various departments: programming, art, animation, level design, sound design, music, voice actors etc.

Cost of the people in other departments within the company: marketing, HR, PR, accounts, management, legal etc.

Cost of Advertising and Marketing.

Day to day business costs aka overheads.

Etc.

Multiply that by the number of months required to make a game.

And add whatever profit the studio is hoping to make.
 
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Imagine paying the salaries for 300 people, half of which have six figure salaries.
 
Firstly hi Fukurou, been a long time buddy

most studios noways have hundreds of people working on it, voice actors, actors for mocap, translation, hr, marketing departments, merchandise, renting the office complex, taxes and other legal costs, CEO buying ferraris, etc a shit ton of bloat. Game projects noways are less about making a game and more about making a multi media property, back then movies had tie in games, now games have tie in movies.

on top of that you have programmers and artists who are generally well paid, even for ubber generic slop art assets tend to be done from scratch and programmers always need to implement some new system to improve graphics by 1% that takes 100k lines of code.

no only that but this type of game tend to have a custom engine inside of a ready solution and even if they where to license a third party engine it is very unlikely that will feature some systems that might be required for the project, such as NPC ai systems, system to mix dynamic and mocap animation, facial rigs, side quest systems, Vehicle customization or some other laboriousness game mechanic. a ton of these can't be recycled from past games due to rising graphical requirements.

and even for licensed software it might cost a ton of money, if you have 100 guys that need a Maya license and it cost 2k a year, that would be a million dollars in just a license for one single software in a five year project.

yes even giga slop takes a ton of work
 
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Firstly hi Fukurou, been a long time buddy

most studios noways have hundreds of people working on it, voice actors, actors for mocap, translation, hr, marketing departments, merchandise, renting the office complex, taxes and other legal costs, CEO buying ferraris, etc a shit ton of bloat. Game projects noways are less about making a game and more about making a multi media property, back then movies had tie in games, now games have tie in movies.

on top of that you have programmers and artists who are generally well paid, even for ubber generic slop art assets tend to be done from scratch and programmers always need to implement some new system to improve graphics by 1% that takes 100k lines of code.

no only that but this type of game tend to have a custom engine inside of a ready solution and even if they where to license a third party engine it is very unlikely that will feature some systems that might be required for the project, such as NPC ai systems, system to mix dynamic and mocap animation, facial rigs, side quest systems, Vehicle customization or some other laboriousness game mechanic. a ton of these can't be recycled from past games due to rising graphical requirements.

and even for licensed software it might cost a ton of money, if you have 100 guys that need a Maya license and it cost 2k a year, that would be a million dollars in just a license for one single software in a five year project.

yes even giga slop takes a ton of work
but TTS can replace voice actors.
and plenty of ready game assets instead of artists.

I would say the only actual cost is marketing.
 

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