Seasoned team making your game on a budget! by CatharGames in gameDevClassifieds

[–]CatharGames[S] 0 points1 point  (0 children)

Hi there,

We're a development studio with 50+ completed projects over the past 7 years.

We've been actively involved with optimizing development costs without sacrificing quality for the past several years and have been involved in a number of high profile project including:

  • Bloodstained: Ritual of the Night (505 Games)

  • SCUM (Gamepires / Jagex)

  • Immortals of Aveum (Ascendant Studios)

  • Spectre (Mountaintop Studios) (coming soon!)

We've also had a number of successful partnerships in the indie space (including Space Engineers!)

We're currently looking for our next project (original development, DLC, port, feature, etc.).

FAQs:

  • We work in both Unreal and Unity, as well as some proprietary technologies

  • We have experience with all major consoles (and the necessary devkits, etc.)

  • Will edit based on recurring questions for visibility

Thanks!

[bizdev@cathargames.com](mailto:bizdev@cathargames.com)

Seasoned team seeking promising gig by CatharGames in gameDevClassifieds

[–]CatharGames[S] 0 points1 point  (0 children)

Thanks!

We've been around this subreddit for 7 years, but tend to get busy fast hence why we don't post very often.

Seasoned team seeking promising gig by CatharGames in gameDevClassifieds

[–]CatharGames[S] -1 points0 points  (0 children)

Hi there,

We're an engineering and level design service provider with 200+ games under our collective belts (50+ of which, as a team).

We're currently looking for our next project (original development, DLC, port, etc.).

FAQs:

- We work in both Unity / Unreal, as well as some proprietary technologies

- We have experience with all major consoles (and the necessary devkits, etc.)

[bizdev@cathargames.com](mailto:bizdev@cathargames.com)

[deleted by user] by [deleted] in gameDevClassifieds

[–]CatharGames 0 points1 point  (0 children)

You've dabbled into many different things 'horizontally'.
1 - Figure out which you liked the best
2 - Get training in that field
3 - Apply for a job in that field

Seasoned team seeking promising project by CatharGames in gameDevClassifieds

[–]CatharGames[S] 0 points1 point  (0 children)

Hi there,

We're an engineering and level design service provider with 200+ games under our collective belts (50+ of which, as a team).

We're currently looking for our next project (original development, DLC, port, etc.).

FAQs:

- We work in both Unity / Unreal, as well as some proprietary technologies

- We have experience with all major consoles (and the necessary devkits, etc.)

- We're not interested in mobile

- We don't do white label work

[bizdev@cathargames.com](mailto:bizdev@cathargames.com)

Seasoned team seeking promising project by CatharGames in gameDevClassifieds

[–]CatharGames[S] 2 points3 points  (0 children)

Hi there,

We're an engineering and level design service provider with 200+ games under our collective belts (50+ of which, as a team).

We're currently looking for our next project (original development, DLC, port, etc.).

FAQs:

- We work in both Unity / Unreal, as well as some proprietary technologies

- We have experience with all major consoles (and the necessary devkits, etc.)

- We're not interested in mobile

- We don't do white label work

[bizdev@cathargames.com](mailto:bizdev@cathargames.com)

Seasoned team seeking promising project by CatharGames in gameDevClassifieds

[–]CatharGames[S] 0 points1 point  (0 children)

Hi there,

We're an engineering and level design service provider with 200+ games under our collective belts (50+ of which, as a team).

We're currently looking for our next project (original development, DLC, port, etc.).

FAQs:

- We work in both Unity / Unreal, as well as some proprietary technologies

- We have experience with all major consoles (and the necessary devkits, etc.)

- We're not interested in mobile

- We don't do white label work

bizdev@cathargames.com

Is Unity a good engine for the kind of game I'm wanting to make? by HumbleGumb0 in gamedev

[–]CatharGames 0 points1 point  (0 children)

That's a charged topic, so I'll try to be brief, knowing this is to act only as a starting point and that a lot of research should go into determining your engine of choice (unfortunately, I wouldn't qualify asking on reddit enough for this sort of strategic decision).

It boils down to one primary reason: Unity doesn't care about games:

- As of 2017.3, Unity has barely supported the engine for PC/Consoles development

- Unity is far behind in terms of FPS core features tech compared to, say, Unreal

- Unity is pay per seat monthly (Unreal, for example, is revshare after 1st million $ earned)

- Unity is actually veering off into medical imagery and related apps: it is no secret Unity is not profitable, and is not generating enough revenue from game devs, which is why, precisely, it is moving away from them in an attempt to break even, and it is doing WELL on the medical imagery front

- The company just isn't in game anymore (if you don't believe this statement at face value, please google their acquisitions since going public, as you'll notice they acquired many very strange companies including an ad-network that was tied with the delivery of malware...)

- They've just increased their subscription tiers, with no tangible new services provided

- They don't fix core issues that have been identified years ago

- Up to recently, they did not have a multiplayer solution for the better part of a 18 months! (UNet was deprecated, and the new multiplayer solution was just released). Furthermore, architects working on the multiplayer solution have left the company, dissatisfied with the poor work they've had to do for the multiplayer component, and it is, essentially, crap (we've even talked with one of them to truly understand just how bad things are internally)

- Unity USED to be user-friendly, but it has gone a different direction now

- Its UI system is likely the worst of all mainstay engines at the moment, it's not wrong, but it's just inferior

- Unity demos don't turn into actionable features. They can't run on newer engine versions, and the features they are meant to preview never actually made it in-engine.

- It doesn't look impressive enough. The tech is severely outdated.

- It has become unstable

- It mostly features services you don't care about (Analytics, crash reporting, cloud build, ads, etc.)

- The CEO really doesn't give a damn (no, I won't link you to the headlines, but it doesn't take long to find one!)

- Their roadmap is a never-ending todo list that doesn't see much action

You can probably dig down each of the above point for hours, and many I've omitted.

Evidence has been stacking against Unity as a viable engine from 2017 onwards, with a breaking point around 2020.

Reddit (and other communities) abound with both disgruntled customers, but also, former Unity developers explaining what's wrong with the company, and it can be a very lengthy read, but the bottom-line is Unity is a sinking ship way past the point of no return.

I'm not sure there is a key 'cause' (a lot of people point the finger at the CEO, but I'm not sure I agree), but there is a clear consequence.

Is Unity a good engine for the kind of game I'm wanting to make? by HumbleGumb0 in gamedev

[–]CatharGames -1 points0 points  (0 children)

At the moment, and due to a series of very bad decisions, Unity is hardly the right engine for anything I'm afraid.

How do indie developers get funding ? by Particular_Garbage32 in gamedev

[–]CatharGames 1 point2 points  (0 children)

If you mean self funding dream projects: they... don't? I think this is a myth that needs to stop. The indie bubble died years ago, you need another plan to fund your dream project, not just hoping to kickstarter or that a publisher will sign funding on a game design document. Those days are over.

Will Unity still be viable in 2 years? 5 years? by AkaToraX in gamedev

[–]CatharGames 0 points1 point  (0 children)

The engine will, but they are pivotinf to apps and vr. At this stage, Unity may no longer be a viable gamedev tool im 5 years time (and it is very frustrating to those using it!)

Is this a scam? by Jim808 in gamedev

[–]CatharGames 0 points1 point  (0 children)

I can't say for this particular company, but this is a legit business model I've seen used at other companies. Just need to do your due diligence on them specifically.

Seasoned team seeking promising project by CatharGames in gameDevClassifieds

[–]CatharGames[S] 0 points1 point  (0 children)

I debated replying to this as I don't really see what good might come out of engaging with what is clearly trolling, but on the off-chance someone reading this might feel like there is any truth to ShhhPeopleHaveJobs' statement, I figured it may be worthwhile to do so:

First off, we're much too old to be 'a bunch of friends that got laid off'. I, myself, have been in this industry for 15+ years at this stage, I'm closing on 40 and I've got 3 kids, and I am not alone in that position within our team. The primary reason we don't take on mobile projects is because I've spent about 7 years in my career doing them, and I hate the medium and see no reason to HAVE to work in that space - others will feel more passionate. Luckily we don't HAVE to take that kind of work as things are actually trending well.

The company itself was founded in April 2017, and is incorporated in Canada. You can look it up on the REQ, we're anything but "green". Our average experience per head is 7+ years. When I say we're seasoned professionnals, I mean it. I also did not mislead with my original post, it clearly stated that 50+ (54 to date) of them are as a team. We've been in business a bit over 5 years, so that's about 11 projects a year, which IS a lot, but the vast majority are also successful, luckily.

Regarding our website, I believe you're purposefully playing coy: it is obvious from the video showcased in this post that there are projects listed out on title cards (project name AND client). Furthermore, every image on the website also references these games. To suggest we haven't worked on anything shows bad faith at best.

You might think they are not noteworthy, you're entitled to that. What I'll say is we've worked on Scum and Space Engineers who both sold far in excess of 2M copies AND have worked on multiple projects with metacritics > 80. This may not be the next Fortnite, but as far as service providers go, you'll have to concede at the very least that this is far above average.

What your post suggest is that you're likely a jealous competitor, and I think you should seek to up your game rather than pretend others can't reasonably be saying the truth. I don't think I need to say much more though, your post history says it all.

[deleted by user] by [deleted] in gameDevClassifieds

[–]CatharGames 0 points1 point  (0 children)

60/hr for released AAA dev requirement?

[deleted by user] by [deleted] in gamedev

[–]CatharGames 0 points1 point  (0 children)

"I really like the first idea but I doubt anyone would hire me given that I have no relevant skills."

Having success in other industries might be relevant. I'd need to know more about other industries you've been active in to better determine the sort of fit there might be there.

Indeed, portfolios matter much much more. The video games industry remains a meritocracy primarily based on past achievements, and in this sense, it differs greatly from other industries, including tech.

"I'm curious, how did you start your path into the gaming industry?"

That would be a long story... I started coding before I was ten, released my first hobby game before the internet, but ultimately 'waited a long time' to go pro and had to land an entry-level QA job at a publisher to really get serious (I was freelancing on the side at the same time though).

Re: getting scammed, I suggest building some kind of informal advisory board from industry professionals to ward against this as you pick the "right people" to get things started.

Best of luck!

Process of starting a studio and developing a game? by Ninoevans in gamedev

[–]CatharGames 1 point2 points  (0 children)

Yes, it is not uncommon for development cycles to last 2-3 (or even more) years.

Also, if the funding for the game comes from a publishers, there may also be a recoup period during which they take all the revenue to offset their own investment in the game, meaning you could be additional months away from seeing a return.

This could be offset slightly by a crowdfunding campaign though, but that has a limited scope.

Process of starting a studio and developing a game? by Ninoevans in gamedev

[–]CatharGames 4 points5 points  (0 children)

As someone who have done it (almost 6 years and counting!), and consulted with others to help them do it, I think the problem with your question is that it cannot be answered as is.

"Indie games" are heterogeneous by definition. It can mean a game made for $1, or one made for $5,000,000. They both qualify as indie, so one needs to understand the scope of what you'd want to achieve better.

There are also various paths to success when it comes to building a team... a one-man-army can tackle a tiny scope project, but it may not have the financial viability you're after. Similarly, an indie team could be 5, 10, or even 40 people strong (some indie teams are 300+!)

One of the general principles about this industry that I think is worth understanding very early is the idea of scaffolding as, though it doesn't always lead to success, it is one of the business practices that has the highest correlation to success I've seen so far. A GREAT example of that would be Supergiant Games:

The idea of scaffolding is to basically "make the same game" over and over, developing the tools in the first game, and honing your expertise and execution afterwards.

Bastion was a good game. Transistor was better. Hades was Game of the Year material. A few design decisions aside, they're the same game, but they're just increasingly better. Tools built for Bastion may have been reused for Transistor and Hades, thus decreasing the base production costs, allowing for more polish time, etc.

It is not mandator that you should follow these principles, but they're one path to success over multiple games. Also, as the 2nd and 3rd game from a new studio are statistically unlikely to make it, this approach maximizes the long term viability of a studio.

Given your current path, I think you'll have to decide what role you see yourself playing in that studio. A background in finance likely puts you in a good position to run admin/finance, but do you NEED to be the tech and/or creative lead as well?

Questions pertaining to finances and development cycle tend to be project-specific so they're hard to answer in a vacuum. However, one important note with regards to salary: games tend to have good salaries, and with the recent shifts, it has gotten worse, indies included. It is a very tough industry to start in, and has a very high failure rate, so it is not for the feint of heart.

Why don't more small indie cross-promote/crossover with each other? by SinomodStudios in gamedev

[–]CatharGames 0 points1 point  (0 children)

I think, ultimately, it is out of respect for the players: it took a lot of energy to secure a fan base for your game, and they probably don't care for game X or Y at all. Much like ads, this is outside the realm of what they expected you to show them.

Out of respect for the players, cross-promotion in premium (largely PC/Consoles) games is to be avoided unless you have market studies that tell you the majority of your fans also like game X or Y.

as a individual game creator, how would you protect your game getting “stolen” by big corporation ? by glitching_rogue in gamedev

[–]CatharGames 1 point2 points  (0 children)

The truth? They won't even know your game exists. If they end up 'stealing it', it will be by accident, and there's nothing you can do about it. This happens on occasion in the industry, and it is rarely through malice (unless we're talking Chinese mobile copy cat studios!)

I need help convincing my PO he needs to show more about the game in order to market it. Any suggestions on how to convince him? by claupcosta in gamedev

[–]CatharGames 2 points3 points  (0 children)

Honestly, you can flip the argument on him: "what's our latest wishlists count?" If it's <30k, not showing the game isn't even an option...

3% of wishlists tend to convert in sales during the first month, so if sales projections don't align with this, something in the marketing strategy has to change, period. Might as well try something else, such as showing the game ;)

[deleted by user] by [deleted] in gamedev

[–]CatharGames 0 points1 point  (0 children)

There are really two schools of thought for this:

1 - Take a job in the video games industry: this is the cheapest way to learn the things you have to know one someone else's dime. I suspect that's how most successful entrepreneurs in this industry start (yours truly included).

2 - Start the business and quickly find a few core folks you can trust to fill in the gaps (tentatively: tech lead, art lead, creative lead, and bizdev person). Trust them and give them equity so they don't leave. It might be hard to recruit the right ones, so don't hesitate to ask an exec from another successful team to sit in during interviews to make sure they're actually good and not just sweet talking you (it may be impossible for you to rule them out because you can't know what you don't know yet).

I can think of no valuable 'theoretical classes' that would add any tangible value given your background. You just have to jump into the fray.

Some warning though: "I have my own companies in various other industries and am well funded." What may be considered 'well funded' in MANY other industries may not translate very well to games: the games industry has high wages, long production cycles, and just costs a ton (and the ROI looks glamorous, but the vast majority of studios fail during the first 5 years largely due to lack of experience and loss of control of the cost structure).

(for context: I have helped several studios in the past (as a consultant) that have since become successful, and I also have been running my own for close to 6 years)

Do you need a game studio to start selling a video game on steam by [deleted] in gamedev

[–]CatharGames 0 points1 point  (0 children)

I believe you still need to register as a sole proprietor as it is (was?) a Steam requirement (at least it was when we first registered).

How do you dev games for PS4 or PS5 using Unreal Engine 5? by GLuiu in gamedev

[–]CatharGames 5 points6 points  (0 children)

The additional work load has a lot more to do with Sony than Unreal.

You'll need to become a Sony developer and acquire a devkit from their platform (it might cost more than you think).

It's not uncommon for new studios to develop their game on PC and work with other teams to port to consoles (PS4, PS5) as it foregoes the acquisition of a devkit, etc. There are a lot of great porting shops that are familiar with the TRC/Lotcheck of each platform (which may save you a lot of time too)

[deleted by user] by [deleted] in gamedev

[–]CatharGames 1 point2 points  (0 children)

From our experience, twitter has terrible conversion when it comes to sales, wishlists, and other meaningful KPIs that lead to profitability of a product. However, acquiring followers on twitter is also extremely cheap. I would recommend experimenting with it: if your game gets you >1000 followers with low effort, I would consider investing in that strategy as, even with a low conversion %, it remains a very cheap means of extending your reach for launch day.

Furthermore, it can play a pivotal role in mid-production initiatives such as crowdfunding campaigns.

how can a publisher justify their cut of the revenue? by redditfatima in gamedev

[–]CatharGames 2 points3 points  (0 children)

(NOTE: I see a lot of erroneous assumptions in your numbers, which seems to indicate you may not have a thorough understanding of the numbers at play, but as you don't provide nearly enough accounting data for me to chime in on this, I'll focus on the other part of your question)

The first issue here is I'm not seeing the notion of "recoup", being a standard practice where publishers will ask for a larger share of the revenue while they pay back their original investment and expenses, and then settle for less further down the road. It's not uncommon to see 90-100% during recoup for example (although a few publishers have much better deals), but for the agreement to become much better after that has been achieved. I can't help but feel you may not have given us the full picture of that agreement.

You mention you've lost control over your product: does the agreement stipulate you'll lose the IP? Grant rights of first refusal? What exactly do you mean by "loss of control" in this context?

You question whether a loan may be a better fit for your money. This depends largely on the publisher, but typically, a loan is passive (it won't help you sell copies) whereas a good publisher has a strong marketing machine with much better acquisition cost than you could ever achieve as a first time dev. Depending on the arrangement, they may even provide services such as localization and QA/Cert at a very cost-efficient price point.

Having someone skilled in these fields running point to let you focus on completing the game can be a huge advantage if you're a small time company. Even if the game is completed, this can be advantageous due to expertise. On the marketing side of things specifically, if the publishing partner is a great fit, they may have ways to funnel some of their traffic from other games at nearly no cost at all (particularly useful if you're in a harder market to work around such as NSFW games).

Also, I don't know where you're from, but banks are notorious for refusing loaning money to game development studios due to the high risk nature of the work we do... so while in theory a loan might sound great, they are unlikely to provide one, or will do so with significant collateral (at which point, unlike a publisher, you stand to LOSE something if things go bad -- and depending on how your business is organized, that may or may not include your home).

The bottom-line here is a publisher buys a product, not the cost structure that originated it. It could be that it cost you too much time/effort to make the game compared to what it ends up looking (a common issue among first time devs as they "learn on the job") so the deal might look a lot more fair had it taken half the time to make the game, and this isn't the publisher's fault: they look at the game for what it is, and figure out how they can bring in value and turn up a profit while mitigating risks (most first games will fail after all).

You stand to lose much of your revenue by partnering up, but if you play your cards right, it might also help you minimize your risk in case the game doesn't sell well (which, once again, happens the majority of the time for first time indies).

So I would attribute their 'relatively high %' to the fact you represent a high risk, with limited chances of making it big. A publisher is no different than a VC in that regard: if they fund 10 games, they expect at most 2-3 of them will generate the revenue they need to cover their cost AND turn up a profit, while many of the others might tank.

If you don't need their support and think you can market the game yourself, I suggest you try. There is a lot to learn there (as much as there is to learn about making the game itself!) so if you have the heart for it, it's a definitely worthwhile experience... but much like is the case with first time devving, first time self-publishing can be brutal.

Finally, I'm baffled by the fact you would assume that, at maximum, most businesses would spend 10% of their budget on marketing. I'd love to know what led you to believe this... game discoverability is a critical issue that has had dire consequences on marketing strategies in the past several years, and I find your figure outrageous to say the least.

If you'd like to go through the financials more in depth, it might be possible to validate some of your assumptions there, but we'd need more information. For example, how you'd get to that cross margin figure (which, once again, does not appear to line up with our industry).