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But yeah, they really seem to be doing something in the right way.
Best place to get contract work especially when you're specialized (like with Unity) would be the community for that tool. Tied with networking in the industry so your name comes up when people need work.
http://books.google.com/books?id=HJNvZLvpCEQC&p...
I guess in some ways this is a pretty good commentary on the market and why a lot games continue to look at the 'indies' to product the next great it products versus the commercialized crap that the the AAA market seems content with developing. There rarely is any love left in AAA to have teams invest themselves into what they are doing, developers are stuck under the heel of "Do you want to keep getting paid? Well then do your work like I am telling you to" attitude of studios.
Thanks for hiliting this company Jeff. I will definately have to go and take a look at their stuff.
As an aside, a friend emailed me a while ago and thought his bronto-in-a-jetpack game ripped off my turtle-in-a-jetpack-game which came first. Guess the meme of putting reptiles in jetpacks is a more common one than you'd think!
So, port the games to other platforms? Some sort of microtransactions? Build it into something like a Unity-based version of Kongregate and sell it off? At the moment it's a great looking site, and the games are fun, but I don't see how they're going to stop having to do contract work anytime soon...
Also, taking your best games to XBLA or other paying platforms is a viable strategy. They don't seem to have a lot of desire to do so, but if they keep going, odds are they will create a game that becomes a huge hit. At that point, they will get approached by publishers willing to pay them to take their IP's to other platforms.
Doing contract work for a few years while playing this strategy out is not such a bad thing. It looks to me like these guys are having a great time.