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best investment
#154308
09/15/07 08:05
09/15/07 08:05
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
OP
Member
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OP
Member
Joined: Aug 2002
Posts: 164
Houston
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I am in the process of making a game / movie, but am needing quite a bit of investment and was hoping I could get some info from anyone that has any. I'm not going into the story, but it's something that actually hasn't been done before (wow really, yes (mostly)), there is obviously the similarities to other story lines. The story will work well to be told in a movie, dragged out in a game, or made into a tv series. This means the long term potential would work well. plans: AAA game with high end engine. high quality CG movie with a semi-realistic / surreal feel
I'm already talking to the game engine company and some voice actors. I will have a good layout of the characters, locations, story, etc, but I need to know how to best get high roller investors. I don't want to just sell my idea, I want to head the project that actually makes it. Would it help having an interested publisher before trying for an investor? Would publishers normally be willing to consider the funding? Any help I get would really be appreciated. I plan on posting some jobs on here too.
thanks
Black holes are where God divided by zero.
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Re: best investment
[Re: Nems]
#154310
09/15/07 16:01
09/15/07 16:01
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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You might think that your story and cocept are totally cool, and will become the next StarWars. But more important is to convince others of that. There are many ways to promote your ideas.
J.K.Rowling wrote a book, and found a publisher, wich resulted in movies and PC Games.
George Lucas made a movie, (American Graffiti), and earned enough respect to produce the famous StarWars. Wich resulted in books, and PC Games.
The makers of Tomb-Raider developed a great console/pC Game, wich resulted in Movies (and Books?)
None of them could know the success before. But they put a lot of effort into it in the beginning.
So dont expect investors/publishers to share your exitement for your concept, and start small by setting up a prototyp of your game on your own, and maybe a little team. During these first steps you will fid out how great your concept really is. -> And dont talk to voice actors before you even have a simple running game. This is pointless. Do step 1,2 and 3, before doing step 413.
P.S.: I helped work on Paraworld, a so called selp proclamed "AAA" Title. The game company stated things like "Warcraft 3" buster etc. Now the company is bancrupt/dissolved, and the game was an expensive financial desaster. Never even reaching a Warcraft 3 quality.
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Re: best investment
[Re: lostclimate]
#154312
09/15/07 16:50
09/15/07 16:50
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
OP
Member
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OP
Member
Joined: Aug 2002
Posts: 164
Houston
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Thanks, that helps. I was already thinking I could do a scene or two played out for the movie with Maya and have something made in 3DGS to show the game. Sky captain and the world of tomorrow, the guy did the same thing that got everyone excited. I myself wasn't going to call it a AAA game, but the guys at the engine co. are calling it that if I'd be investing as much time and money as needed. I don't expect the story to be the next star wars, from others points of view I am currently just trying to show that it will make a profit. As for the voice actors, I go to a lot of animé conventions and they are already there. I'm just trying to feel out how interested they might be and how much time and money would be riquired for their part. I live in Houston, so I have a slew of pro voice actors at my disposal (ADV based in Houston). (I am telling them that it won't be any time soon though)
ok, guys, thanks, this should get me started and if I run into any bumps for the prototype I'll check out the job forums.
Black holes are where God divided by zero.
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Re: best investment
[Re: Nicholas]
#154313
09/15/07 18:31
09/15/07 18:31
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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well if you need to hire someone, I've been putting plugs in the forum everywhere that I am available, I can model, skin, and program. (I am mostly a programmer, but because of lack of demand, I was forced to learn to model).
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Re: best investment
[Re: lostclimate]
#154314
09/15/07 18:46
09/15/07 18:46
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
OP
Member
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OP
Member
Joined: Aug 2002
Posts: 164
Houston
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ok, it'll be a while b4 I get to that point though
Black holes are where God divided by zero.
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Re: best investment
[Re: Nicholas]
#154315
09/15/07 19:17
09/15/07 19:17
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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1) First off, whatever you do, DO NOT state "This is something nobody has seen before." It labels you as a newbie at best and someone who lacks perspective at worst (as in "you've never seen anything like this before but we have!"). It is a very common newbie mistake to think that your idea is so original that a) you don't want to talk about it and b) the idea alone will get you tons of money. You are very likely wrong on both counts.
2) On the idea front, it could be you have a new idea, like katamari or animal crossing. However it's more likely that you have an old idea with a new story or a single twist. It's best to leave your publishers/investors/testers say "Hey, Ive never seen anything like this before!" than you trying to ram that idea down their throat. And remember that having a good idea is nothing... they are like assholes: everyone has one. What really makes the difference, what really makes investors and publishers pay attention to you is the ability to turn an idea into reality. And if you can turn that reality into profit, there there is no end to the amount of money you can raise.
3) I concur that without past products or prototpes in this area (movies or games), your chances of any investment are zero. Nobody is going to give you thosands of dollars based on a promise and a dream. Build a prototype and shop it out and build slowly. Expect to spend anywhere from 6 months to a year with prototype in had to raise your first investment and another year for your first REAL investment. Let me be painfully clear on this point: NOBODY INVESTS IN IDEAS; THEY INVEST IN PRODUCTS. So if you have made products before, there is a basis to believe you can do it again. If you have a prototype, there is a basis to believe you can bring the full product. Walk into a meeting with a Design Document alone and their will be no Q/A because there will be no interest.
3) A publisher will not invest in you unless you've made something before, be it demos, prototypes, or full games. They will then very likely ask you for royalties against the game leaving you with maybe 10% of the profit for you.
4) An investor will not invest in you unless you've made something before AND can show a profit. Note that most investors will ask for "5 in 5" or five times what they invest in you in five years. So if they front you 100k, you will owe them 600k in 5 years (100 original; 500 interest). Also Venture Capatalists and Angel Investors will most likely NOT invest in a video game unless it has some really unique angle (not unique gameplay or story, a unique angle like a serious game or something like this).
5) If you go with the investor or publisher idea, be ready to give up control. Consider what is more important: that the game gets made or that you make it. Again, depending on your level of experience, you maybe project lead, you may be game designer, or you may just be the guy that wrote the script. Again, it's very unlikely that you'll get your wish list EXACTLY as you want without prior experience. Experience=Leverage.
6) So the best advice is to worry about showcasing the idea in the best possible way by a prototype. Ignore voice actors for now... they are expensive in terms of time and money and it's hard to control the results. Consider if you really need a AAA engine for the prototype and for the game. Start networking and developing contacts in the game industry. Or as my tagline goes "Dream Big; Start Small".
(PS: BTW, what do you consider "quite a bit" of investment?)
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