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> I had a playable alpha of Catch the Monkey in six weeks. It took us another eleven months to complete... In total, across all these platforms, we made around
by dminor 12y ago
> I had a playable alpha of Catch the Monkey in six weeks. It took us another eleven months to complete... In total, across all these platforms, we made around $7k. $200k and 12ish months of our lives for $7k.
> A is for App, on all platforms, was finally complete Fall of 2013. A year from when we first started it, and 9 months after we had a stable playable (store purchase-only) version. Our project cost went from $25k to $200k.
> That weekend I gathered up the family for a family meeting... I estimated $12,000 - $20,000 to get a playable prototype of the game, then we can decide what to do next... I have assembled a distributed team of 9 to help in varying capacities to make Archmage Rises a reality. Each one is being paid, with me as lead designer with full creative control.
"Family meeting! I'm about to make the same mistake for a third time! Who's in?"
- ak39 12y agoIt's a tough call. :-) Of course he recognises that talking to his family isn't about deciding whether he will hit the financial jackpot with his new gaming idea. It's not a business strategy meeting. He is meeting his family to tell them that he is about to embark on another "Jackson Pollock" journey in his career where he'll likely lock himself in for days at end, throwing paint on the floor. This, without having anything to show on the proverbial "bacon front". He is firstly preparing his family for this interpersonal and social change ... but most importantly he is asking them permission to fail. Yep, fail - not succeed. Full respect for him. And for his family for understanding him. Wish him all the best!