Key terms and concepts

Finance:

In games development there are many ways and sources of finance to make a project work. You can get a bank loan to start your company and project and pay them back with interest on a later date. You can also join a kickstarter which will fund you and your project

“Kickstarter is a new way to fund creative projects.

We’re a home for everything from films, games, and music to art, design, and technology. Kickstarter is full of projects, big and small, that are brought to life through the direct support of people like you. Since our launch in 2009, more than 4.3 million people have pledged over $666 million, funding more than 43,000 creative projects. Thousands of creative projects are raising funds on Kickstarter right now.


These funds are needed for many different things like a company building or apartment, rent, any utility bills that are needed, food, computers to create and run the project on, specialist programmes and members of staff specially needed.

Time:

In a games company there will be many deadlines for every part of the pipeline, levels have to finished by a certain time so the coder or programmer or something else can get the levels and either animate anything or code anything or just put them into the games engine. In a company or project you need as many people helping as you can especially if you have a tight deadline so any illness or lateness can cost and is preferred to not be late or ill at any point during the project. Even in big games companies they don’t have time for anyone to be off since it can stop the flow In the pipeline even though they probably have extra staff on hand in case of anything like that they stilol don’t like it.

Personnel:

Starting or during a project it can be a pro and a con to have a certain sized team. In a big team you will have plenty of people working on the project and can make everything go a lot faster and more efficient but if the game you’re trying to sell isn’t very good and therefore doesn’t sell well then you’re going to have to either pay people out of your own pocket or not having much profit. But in a small team there are less of you meaning that work can be slow but if you sell the game well then you’re going to have a lot of profit considering  you only have a small team.

Facilities:

The facilities that you need in a game company are important as it covers the equipment and the housing that you need for your project or game. You need decent computers that have a good cpu and gpu to sustain the amount of work and testing that you’re going to be doing such as rendering and also being able to run the game quite well to test for any bug or glitches. You also need a place to use as a company. As a big company you can buy/build or rent a whole building to use as your hq or if you’re a small company then you can just rent an apartment or even just use your bedroom as your main base of operations. It all depends on what you can afford and if it will be beneficial to you.

Materials:

In games the materials we would need are such things like recorded music, assets and audio. We would need recorded music for if we have any music or songs in the game that needs to be licensed and recorded for the individual purpose, unlike the audio which can be recorded in any way and we can use it for anything like sound effects, any voice recording for dialogue or narration and any other special audio types. We will also need assets which will go in the game as scenery or the characters and weapons and basica lly anything else in the game. These will be created by the modellers and we can then use them for any way we choose and these are also one of the most important thing in a game.

Contributors:

The contributors we might need would be any specialist designers or coders or modellers that could either help us or work for us to create anything we need. Also we can also hire special effects creators and voice actors to contribute towards the game.

Locations:

For your hq for your company there is a lot to consider like the cost of the play you’re going to use. In big cities the price of buildings and apartments is a lot higher than those in towns or villages so take into consideration of where you’re going to be. Identification is needed as well because there is no point in having it in a remote village that no one has ever heard of before, so try to be in a easily identifiable place or more known place. Also the more known the place the more recourses there will be in that place.

Another problem to consider is the distance between either family, home, job and if you have other companies and the distance from cities and other well-known places because these can hinder things for you including progress and popularity.

Codes of practice and regulation:

In a games company you have to make sure you have the correct paperwork and the right legal rights to make sure you don’t get sued or fined or even shut down because of legal matters. If you don’t have the right copyright agreements other companies can sue you for eiher stealing their idea or using something of theirs which can cost you a lot and can shut you down.

Regulatory bodies:

It is important as a games company to comply with the regulatory body’s requirements and specifications. Ignoring or purposely disregarding these regulations can cause either fines or shut downs so it is important to follow them. For instance if you decide on an age range for your game make sure you follow the guidelines for that age because if you don’t you can get the age range either made for younger or older ages, this can also affect your sales as certain games only appeal to certain ages.

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Posted on June 28, 2013, in Uncategorized. Bookmark the permalink. Leave a comment.

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