So I'm on a games development course at university and I have a presentation to do for wednesday.
Long story short, I need 4 budget conscious game ideas for the presentation - nothing I'm going to actually make, the presentation is more about planning and showing you're capable of running a business than actually making anything, but part of the pitch is presenting at least 4 game ideas that your company "intends" to make.
My company focuses mainly on fantasy but we can branch out if we need to, and a theme of the presentation is going to be that we intend to start small with a team of 4 to 6 people (including freelancers) and build our way up.
The ideas don't need to be super amazing and innovative, but I do need to present them in a way that shows they're both possible to create and that they'll sell.
Help me out here?
Help yourself out by dropping the course early in the semester and never taking a worthless games development course again. Try some engineering or CS courses focused on algorithm design or team software development and study the project life cycle if you really want to understand how the industry works.
> running a business
> game development
Literally supporting cancer that is killing the industry
Holy shit, I could make my own VN in just 2 weeks. Why the hell have I put it off for this long?
Looks like Star Citizen needs more funding
>Simple FPS on a cheap/free engine with some unique mechanics/weird plot
>flash-tier game of ambiguous originality targeted at the smartphone market
>vaguely SFW VN that targets a semi-niche fetish demographic
>quirky charming indie 2d platformer with a twist (like every other $5 indie game ever)
>game development course
Oh you poor soul.
But as a programmer with some experience on making AI.
As for that just keep the stuff simple.
E.g. Something like turn based makes is way easier to manage than real time especially since stuff like AI is way easier, faster to make and debug and dosent need to be cutting egde in terms of performace and in general everything is way easier to code and make sure it runs properly.
With 5 people there is no way you would be able to do cutting egde stuff.
That can't. No. No, that doesn't make any fucking sense.
How would you even make something resembling a profit from sales? You literally make more money not making the game and flipping burgers for a year.
>me and friend went into university at same time
>I chose politics & economy, he chose game design
>now that we have graduated, I have a nice career starting job in ministry, he's living on social security
TLDR: don't pick game design
>studying game design
You better get used to wearing red shirts and hats in the future
Even if you don't have connections, any financial, politics or economy major is your best option.
STEM majors are just specialized working bees no better than blue collar illegal immigrants, and don't get me started on art majors. Meanwhile money, politics and business rule the world, shape its form.
Only a selected few. Most will end up with shit, while someone with a math major working for a bank will be irreplaceable and pretty much have the easiest job with one of the highest pay.
Depends really on the country, politics related stuff is really depended where you live in. Here where I (>>323448052) live, it's a valid choice if you are determined and mix it with law or economy stuff, but I know for fact that it's a totally useless degree in many other countries.
STEM degrees however are useful practically everywhere and you can land a job with those even with little connections.
The page starts with an estimate of $1000 and then multiplies that by a factor for each box you check. So the more features you pick, the more the next feature costs.
Just make clones of niche ideas that sound good on paper, but indies have never really been good at recreating them.
For instance: Doom clone
Or, how about: Metroidvania
Or, maybe even: 4X space game
>but link leads to how you can actually make the game
>one of the resources is Extra Credits
Yeah, fuck no.
>games development course
People actually pay real money for this.
>making a 2D RPG game somehow costs $21,000 dollars
>making a game costs money at all
>not going solo
what the fuck is this shit
>it recommends Extra Credits for game development advice
>took a game development course last summer
>mild curiosity, mostly for the extra student grants to drink up
>explicitly promises hands-on programming, not idea guy 101
>gamrr grills, chads and other scam artists led by sjw tutor
>"white men riding bicyles are shitlords because they never stop for cars", he claimed on the first day
>"write a report on goobergate and the importance of political messages and sexual diversity in videogames"
>course group project: make a game
>draw up a proposal for a simple text-based love letter to old ultima with virtues and choices because fuck you, variety
>"no that's complex, it'll take too long"
>"just make a 2d platformer in unity ;^)"
So /v/, why wasn't Undertale made in 3 weeks? Why did it need a kickstarter?
Can this be justified? It could have been made in under a month for the same quality, for less price
Define "budget". How budget? Sub-1m? Sub-100k? Be less of an idea guy. Or better yet, try making something and redefine your perspective of how much you'd actually want to do.
Making a game doesn't take that long, anon.
You can get a job and still work on the game in your freetime and be done in just a couple months, you know.
Is it going to be high concepts or concepts? Or maybe something over concept, closer to gdd?
Also, if you cant do such an easy thing by yourself, you should focus on the everything, but not design, the curiosity and desire to learn something new makes good designers, because they are inspiring on everything around them. Of course, if its about game ideas and shit.