Hello - I thought I felt my ears burning...
Bravestar - thanks much for writing such an honest appeal on my behalf. I don't know you at all, but you're going out on a limb for me. Thanks.
I'm happy to chat about the game here as well as Shoryuken - promoting this project is my full-time job for the next month, and I have a lot to say. If anyone has questions / concerns, feel free to ask and I'll give you some straight-forward answers.
In that spirit! Let me address some concerns already raised. Specifically 1 - $350,000 is too much, and 2 - the quality of my past work.
1 - The price tag. Past Godzilla games were made for about $2 Million dollars each. A single monster character has 250+ animations. A sweatshop animator (which I wouldn't use) could maybe crank out 5 animations a day. That means 10 weeks work per monster - assuming everything comes out perfectly the same time. Animations are, by far, the biggest expense on a game like this. I'm lucky enough to have a crack team of animators who are already familiar with the engine and the subject matter. If I pay both of them $40,000 for a year's work I am getting them for a steal.
The rest of the budget breaks down like this: $25,000 engine license, $20,000 software licensing, $5,000 music, $5,000 audio $10,000 intro cinematics + story, $35,000 Kickstarter / Amazon fees, $8,000 reward fulfillment, $55,000 for two part-time engineers, $7,000 development hardware. That leaves $100,000 for environments, design, networking, submission fees, and IP licensing costs. None of that even pays me a dime. We are absolutely building this on a shoestring budget which is possible ONLY because we have such intimate experience with the technology.
Maybe it's impossible to raise that much - but I doubt it. My co-worker Mark Crowe recently left Pipeworks to Kickstart a game - and he made $500,000+ to make a Space Quest sequel. The last Space Quest game he made was 25 years back - I figure Godzilla fans could at least match that.
2 - My past work. I am more aware than anyone where my work has fallen down. I was actually fired from a studio while finishing Tony Hawk Ride - because I knew it was crap, and didn't want to let them ship it. My worst-rated game was Rampage: Total Detsruction - but it was the #47th best-selling game of that year, with around 1.5 Million copies sold. I thought it was an awesome Rampage game. People knocked it for being childish - but I thought it was perfect. If it spoke best to 10-year olds, and 30 year-old reviewers thought it was beneath them, I can live with that.
Deadliest Warrior - my most recent relevant work, was the second best-selling game on XBLA in 2010, and has had a very positive response. But what you really care about, obviously, are the Godzilla games. I am absolutely staking my reputation on those games - I think they are worthwhile. They are subtle, rich, and still accessible. Reviewers were not as kind as I would have liked, but I'm not going to lower my opinion of work I'm proud of just because it didn't meet the expectations of reviewers. A new Shooter which looks just like every other shooter can score 88%, and be forgotten in a year. I get fan-letters and request to talk about those Godzilla games almost every week or two for the past 10 years - that says to me that they resonate with somebody. That seems like success to me.
I don't mean to be defensive - you are correct that I am boasting about my experience - because my experince (and the experience of my team) is what I'm selling with this project. I'm not promising to re-invest the wheel, or give the world something new - my goal is to give it a better, more refined version of something I've already done a few times - but make it more accountable to the fans. I'm especially interested in getting more serious fighting game fans involved, because I think the quality of their design input would really be an asset.
Thanks for reading all that! Bring on more questions!
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