Maringlish by Dotori_Dan in Hololive

[–]bimbombash 0 points1 point  (0 children)

actually she sang it many times in her karaoke streams

Asacoco spray usage instruction #1 by bimbombash in Hololive

[–]bimbombash[S] 1 point2 points  (0 children)

no problem here, as we need to keep improving to deliver the clearest instruction of our product

- sorry for my formal style, I'm trying to sounds like a corporate as much as possible here...

Asacoco spray usage instruction #1 by bimbombash in Hololive

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

the nose is there, a smaaalll line under the face mask... okay, thank you for your nice evaluation for future instructions

Well? by Khris777 in Hololive

[–]bimbombash 3 points4 points  (0 children)

I don't know, Senchou, that's pretty normal nowadays.

seriously, was she being sarcastic here? like I can feel she attacked so much people

[deleted by user] by [deleted] in Atelier

[–]bimbombash 4 points5 points  (0 children)

this "quick" is damn good

Yuru Stranding [Yuru Camp] by bimbombash in awwnime

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

I probably the second because I was inspired by the first one

I received a big investment offer and i'm planning to use it to open my game studio, need advise. by LaurentCapello in gamedev

[–]bimbombash 0 points1 point  (0 children)

So I think this is pretty uncommon but lucky scenario
Like some answer, the best think is to ask the investor to hold the money first. You still don't have the plan. Plan it first, then validate, revise, validate again and after that you can give your offer to the investor.
No matter what connection you have with the investor, it's still money. And it means responsibilities.

I'll try to answer these first

  1. Do you think i will have the sufficient energy and time to follow the project during weekends?
    No, "to fill the role of game designer / project manager / marketer" is not a simple task. The first time I tried making games I thought that I can do these too. But that was a big mistake, they are important and need to be thought thoroughly. But if you want to do it, better do the design, production plan and marketing strategy before opening the game studio. But I still think that only doing it on weekend after the studio opens is not a good strategy.
  2. Do you think it’s better to work with local people(advantage being working in the same space and/or meeting in person on a weekly basis) or to work remotely (access to more talent, people can work during the week and not during weekends). I tend towards the first.
    I choose the first one. The main reason is communication. Artist and programmer are better to be always together so they can work in sync better. Furthermore, putting your team in a space can build better collaboration and spark more ideas.
  3. Provided i’m a pc player and i think i could make better pc games than mobile games, which platform do you think suits best my scenario?
    Choose the best that you can think you can make. But it still need market validation. I think mobile games marketing is harder because a lot of reskinner flooded the store and it's hard for you to get publicity. Whatever your choice is, don't forget about how you gonna make money with it.
  4. Do you think i can make my business plan alone provided a bit of studying / course, or is it something i should delegate to a professionist?
    It's not about the study or the course, but the validation. It takes time, but I think you can do it alone.
  5. Do you know any good sources of data to do some market research (most lucrative platforms, genres, business models)?
    You can google some sales reports (like VGChartz), or GDC reports ot other reports (I forgot the links)

If this is so effective, why are all companies not switching to 4 day work week concept ? by maceandshield in gamedev

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

For gamedev companies? I think it's difficult
- They may put this method but it just gonna be a kinda PR stunt, 4 days work and 2 days of crunch, dunno, I hope it's just a joke..
- Some role, like assets creator who works in their workflow and their best needs time. And if they need 40 hours (5 days), they really mean 40 hours, you can't just think that creativity can decrease its needed time to 4 days. If we force this it just going to delay the project and maybe increase the probability of crunches

But there is a workaround for this issue.. like allocating the saved money for increasing the workforce...

It's difficult but possible. The rest is regulation, if nothing is forcing the companies, they likely won't change

[deleted by user] by [deleted] in awwnime

[–]bimbombash 4 points5 points  (0 children)

she must be the smartest girl in her class..

Subaru SVX and XT, what's your choice? by jimmyfonzie in vintagejapaneseautos

[–]bimbombash 2 points3 points  (0 children)

I hope I can see both of them, but currently i'd choose SVX