K
KyussSun
Guest
Hi everyone. Long story short: I'm a high school CTE instructor who teaches a "Gaming, Animation, and Web Design" class at a local Vermont high school. I've been at it for about six years, and until recently we've mostly made small, pre-alpha demos of games. This year, we decided to try and release an actual, finished game. We're calling the game Hero: Sandwich Evolved. It's a 2D, side-scrolling, retro 8-bit shooter/platformer that can best be described as a cross between Halo: Combat Evolved, Mega Man, and Burgertime. We're at a pre-alpha stage right now but hope to have a playable first level in two weeks. We've made a small LLC called Frozen Cow Studios with the intention of hiring not just my high school students, but also former students and local artists/programmers over the summer. We're hoping to release Hero: Sandwich Evolved in the Fall of 2017.
In two weeks we're filming a Kickstarter promo video, and I'm trying to set the budget so that we can afford everything we'll need to get the game published. This is what I've allocated so far:
This is the first game that any of us has made. My background is in fine arts and educational technology; this is a totally new foray for just about everyone involved with the project. What things am I missing? What funds and/or other obstacles will be in our way as we launch our Kickstarter and get closer to releasing the title?
Thanks to any who can offer advice.
In two weeks we're filming a Kickstarter promo video, and I'm trying to set the budget so that we can afford everything we'll need to get the game published. This is what I've allocated so far:
- 1,000 = two copies of Game Maker Studio 2 with Android and Windows export modules (right now we're using the educational licenses, but once we're legit we'll have to purchase commercial licenses of the software)
- 1,000 = remaining balance for the Kickstarter promo video.
- 1,200 = chiptune composer. We actually are working with someone very affordable who we really like, but I'd like to have a cushion here just in case.
- 3,000 = lead artist fee. This includes work done to this point, such as character design, spriting, and logo design (we had a few student lead artists that got too busy with college work to continue). He's been working pro bono to this point and has already done a lot of work so this price is pretty much non-negotiable.
- 4,000 = programmers. We have a student and a former student, working 4 hours a day for 8 weeks at 12.50/hr.
- 100 = Steam fee
- 25 - Android Marketplace fee
This is the first game that any of us has made. My background is in fine arts and educational technology; this is a totally new foray for just about everyone involved with the project. What things am I missing? What funds and/or other obstacles will be in our way as we launch our Kickstarter and get closer to releasing the title?
Thanks to any who can offer advice.