jackebensteiner
AnimJack
jackebensteiner

She definitely seems to respect her audience in that she doesn't target the lowest common denominator. But I think the question then becomes - who is her audience? If she's making these videos for people that already agree with her, then that's a lot of money to spend on a whole lot of ineffective confirmation bias.

What makes you think he fits that description? There are plenty of game devs, big name and small, that peruse and comment here. I wouldn't make any assumptions about anybody.

Graphics are only one aspect, of many, that will benefit from the higher specs. A massive improvement in AI is possible with more memory. Not only in complexity, but in numbers of NPCs too. That's what I'm excited for - characters with some more complex behavior. It'll take a few years for that to truly develop though.

I've posted this elsewhere but, like Americo said, it's a prototype. You make it work first, and you make it pretty later. Give it some time, I'm sure the final will look much nicer.

Prototypes are typically about function, not form. First you make it work, then you make it pretty. Patience.

If you're looking at places like Double Fine, they have to have funding coming in from elsewhere. They have like 4-5 projects in the works right now. They were just getting funding for that one project, as far as I know. And that $3 mil or so was probably just supplemental to whatever else they have. My point with the

$1.1 mil would be a reasonable amount if it were a 3-4 person team working on a mobile game. A million dollars, to me, sounded like Chris would be putting in a ton of his own money into it on top of that.

How is a million too much if he's paying for "a bunch of talented workers" on top of equipment, tools, marketing and any other distribution related costs? A lot of those costs would have to span the 1-2 years to create it too. Let's say his team is 20 people. If each of them makes $50k a year (which they certainly

"Indie game" isn't a title that comes with a specific budget. Given the scope of the game, 1.1 mil doesn't sound unreasonable. Games are expensive to make these days. Paying for office space, for all of the equipment & tools required by a whole team, paying for the team itself (which appeared to have 20+ members),

Slight correction - Skyrim's world wasn't randomly generated. Bits and pieces were procedural, but the majority of the world was basically hand crafted. At least that's what I was told at a Making Of presentation Bethesda had in LA.

I disagree. I think there are a lot of things that could break these movies. The actors and their performances will of course be huge, but there are innumerable things that contribute to the feel and tone of a film (and a game). If the film doesn't match the game in tone, it won't be right. If they take too many

But that means to survive, you must be prepared to be displaced at anytime and chase the next job. It means you can have no ties and you can't put down roots. Trust me, as someone who has had 5 major moves in the last 2 years for game jobs, I'm fully aware of that. I'm still fairly fresh to the industry but after all

I've only been in AAA dev for a couple of years, and while it has its serious drawbacks, it doesn't seem to be nearly as bad as the VFX industry. THAT it sounds like you want to avoid like cancer. With the bullshit subsidies being offered to US studios from governments all over the globe, artists are worth less and

The majority of THQ's subsidiary companies will most likely remain in tact, just under new ownership. I think the only people ("only" - I'm sure its a sizeable number) really getting let go are Vigil employees and corporate. But the majority of the companies I think will continue as they are.

I believe the amount of cash they would need for that is far out of the range of a kickstarter. I'd love to see them continue, but crowdfunding - at least in the scale it currently seems to be at - isn't enough for a full on AAA title like Darksiders, let alone enough to keep their studio open.

Just curious - why do you feel Bethesda would be a great fit to helm Darksiders?

Don't even get started on that conversation haha. They'd have to start over on the ultralisks altogether in this trailer if they wanted to be "accurate". It's all about believability, not realism.

Fucking phenomenal. I have a couple animation complaints throughout, but overall it's pretty incredible. Kickass work those guys did. I'd be interested in knowing more about what their timeline was like.

I'd say that their cinematics department is incredible for sure. This trailer is mind-blowingly gorgeous. Though I will clarify that their cinematics team doesn't have deadlines even close to that of others in the industry. If other teams had the same timeline and budget to throw at a project, you can bet that they'd