Monthly Archives: April 2013
So myself, Rohan and Morgan (from our co-developer at Epiphany Games) were recently speculating about the size of our project. From humble beginnings, we realised that the size and scope of the project had well exceeded not just the expectations of Rohan and I (Noobs), but also Morgan, who projected that it’d take about three months to make and would end up with a budget of about $180’000 give or take. (Granted, this was at a Bavarian Bier Café – Morg)
That was full time work for a decent sized team of people, but for one reason or another circumstances conspired to mean that the game was worked on part time by Rohan, myself, Epiphany and our contracted contributors outside of our other gainful employment. I have been writing about videogames to pay the rent, Rohan has been working in IT, our musician was working time in between looking after his kid and working in video production and our character artist was forging through an ever-increasing amount of study while working at a bar.
The bottom line – the game has now taken 18 months and counting. And when we took a look back over all the hours and take a conservative estimate, our best guess at a budget, if we’d had one, would be somewhere in between $400-500k.
The best advice I can give for anyone looking to create a very large game with very little up front capital is as follows:
A little over a year ago, or about 3-4 months into the development of my first game, I fell into a very deep depression for which I have since been on medication and in and out of therapy. It’s entirely possible that, given my previous career involved promoting work by others, I’d had distance enough from that work not to let the stress (and there was indeed much stress) get to me. Although with depression of any kind, focusing on one factor (or even external factors at all) isn’t exactly healthy, so I only bring up the work situation because it’s pertinent to my experience here.
Suffice to say, it’s been more and more difficult with each passing month to keep my head up high or down and working, depending on where it needs to be, and I feel it’s been detrimental to the project, the team and to myself in stages.
I should stress that these are stages I’ve identified in my experience only, and I certainly don’t suggest that these are uniform and are felt in the same way by everyone going through depression of any kind.
Not quite as clear cut as the simple name suggests, I’ve experienced denial of two things primarily: that I actually have been suffering from depression, and that I am actually pursuing a creative endeavour and really putting myself out there. Within the comfort of that denial, I was able to spend many months still being productive, and with productivity comes no need to address the problem.