- May 22, 2018
- 199
- 274
I highly doubt you know what you're talking about...Creating animations ain't hard. Watch some simple blender rigging and animation videos.
I highly doubt you know what you're talking about...Creating animations ain't hard. Watch some simple blender rigging and animation videos.
You are either trolling or absolutely have no idea what a quality animation is. Making a simple blender animation aint hard, yes. But to create a high quality Maya animations that base itself on giant amounts of blendshapes that other skeletons can share is not a easy-peasy thing. If you want you can check out Steve's Picarto channel - he has lots of hours working on animations.Creating animations ain't hard. Watch some simple blender rigging and animation videos. You can even recycle the rigging_skel and redo an animation entirely or advance it on other meshes.
For those few guys earning more than 50k each month without taxes (and ofc splitting them amongst them) and yet the game barely moves forwards, that's called laziness. They are earning enough to even live a great life in germany for that standard.
I, on my instance, know how to programm games in C++ and use a bloody 3D modeling software.I highly doubt you know what you're talking about...
There is no difference in animating stuff in different 3D applications. Please get some education in development software. Thanks.You are either trolling or absolutely have no idea what a quality animation is. Making a simple blender animation aint hard, yes. But to create a high quality Maya animations that base itself on giant amounts of blendshapes that other skeletons can share is not a easy-peasy thing. If you want you can check out Steve's Picarto channel - he has lots of hours working on animations.
In fact it's my job, so yeah, and creating nice 3D animations is everything but easy.I, on my instance, know how to programm games in C++ and use a bloody 3D modeling software.
Can you say the same for yourself?
I worked in Maya, programmer by profession, I know C++, worked in Unreal4. As if right now I do not so much animations but models, textures and rendering , but I did have my fair share of animating. I know everything starting from concepting up to modeling, retopologizing, texturing, rigging, animating and then implementing it into Unreal engine.I, on my instance, know how to programm games in C++ and use a bloody 3D modeling software.
Can you say the same for yourself?
Don't prejudice, if you ain't knowing anything about someone else.
Have a nice day.
There is no difference in animating stuff in different 3D applications. Please get some education in development software. Thanks.
1. What makes you think they arent paying taxes? They live in Germany, the country where you get 10 years for tax evasion.........
Neither. It's not a game, but it's more than characters standing around. There are plenty of H animations to enjoy.Is this a game yet or is it still just a bunch of characters standing around
Except it's 7 chefs, doing more work for less money than the average chef, and instead of painting one, they have to make the plate, cut the steak from the cow's carcass, build the stove, learn how to use the knives and other kitchenware, make sure the plate doesn't have any cracks in it, Make sure their smaller than average paycheck keeps the restaurant's power on, and also cook the steak when the other's are done with their jobs. They have to do the work that 20-30 chefs usually would because they're understaffed. And another customer, who happens to be a cook from a similar restaurant is out in the dining area, trying to explain this but the customer's being an asshole who either doesn't pay attention or care about the struggles the team of Chefs is going through to make their meal, all the while the chefs in the kitchen are releasing tiny pieces of what's been done, giving rough timeframes for when the next piece will be out. (There, here's how it actually is.)There's a chef, leaving a steak raw, concentrates on painting patterns on the plate. Another chef keeps telling the customer about the difficulty of the painting, while the customer only wants his steak well done so he can fill his empty stomach.
And you know whats the worst part? The customer doesnt even intend to pay for the steak he is complaing about.Except it's 7 chefs....
3. You probably dont know that actual AAA games cost 10s of million of $$$, have teams sizes several times bigger and still take years to make. So criticizing this team of 10 people on 40k€ a month of which you need to subtract taxes, insurances, bills for rent, electricity, software and food, hardware expenses etc. for taking too long to produce this type of game is borderline insulting.
You have to remember that those money dont go solely to the developers pockets for food and drinks. They are a team, they have office, so they have to pay for that as well. People need comfort to work normally, so include some spends for people's everyday sake in the office. They use software, most likely licensed, which is not cheap at all by itself. They need to have good hardware, so they have to pay for good mechanical side of things.Let's just say they split that €44k+ ($50,596 they make per month as of this post) evenly for arguments sake, they're each making €4,400+ a month, which is plenty enough for living expenses and possible travel costs depending, unless they're living in an expensive part of wherever it is they all live, they're getting a decent wage per month.
As a correction but to leave what I originally said here anyway, there's actually 7 people working on this game, so the amount they each earn, following the same split, is €5,700+ a month, so it's WAY more than what they'd need for living expenses.
Though really, money can't alter workflow (it can be an influence though of course) so maybe some of them are just slow are what they're doing or have overly complicated workflows. (which is a possibility as I know a few artists who have this problem)
But really we have no idea what's actually going on behind the scenes, we might think it's slow from an outside perspective but from their perspective, working on all of this, they might be working at a good pace or maybe even faster than they're expecting.
A cynical outlook is that they're fully aware the money they earn is going up gradually, so the longer they take to work on this, the more money they make per month, so it's better for them financially to not work as fast as they could in order to maximise the amount of money they're bringing in, there's no incentive for them to work super fast because their money is only ever increasing, but this is a cynical outlook and might not be the truth.
I'm fully aware of how money works in the real world, I live in my own place that I have a mortgage on and I'm making around £1,400 a month, after taxes, I'm more than comfortable because even after paying my bills, I still have enough left over for myself; I might not know how to run/manage a team but for a small team like they are, I can't see it being remotely difficult to deal with unless the members of the team are themselves, difficult to deal with.People saying "oh look their patreon makes $50k a month and they are 8 people so they must be taking home more than $6k each" generally sound like they have no idea how money works in the real world. Such assumptions show that the person making them doesnt understand what it takes to manage a team, run a company, make financial plans for development and so on.
Besides, them deliberately working slower than they could to "milk" their patreon is also quite a misguided assumption. It clearly shows that the more they advance this project the more support they get. So why would they artificially slow down production and therefore income? It makes zero sense and is evident if you stop and think about it for a few minutes.
And that's the issue with "subscription" based platforms such as Patreon. As a creator you're less incentivised to do your job as you get more supporters. If you'd only get paid when you release something, then we would not be talking about it like this.the longer they take to work on this, the more money they make per month, so it's better for them financially to not work as fast as they could in order to maximise the amount of money they're bringing in, there's no incentive for them to work super fast because their money is only ever increasing
Nice try troll, but no. Go away.is there any evidence, that it's 7 people working on a game(i don't know myself, if you know, please tell) and not only one guy, with hard life, and mental instability, who can decease any day. i know it's easy to write post like "we have 20 high quality staff members, with rich gamedev background, and we work really hard, so please, help us, our fridge is empty, and childrens coughing blood, because we make boobie game"... sorry, i got carried away a little.
if there is only one guy, i would understand the long dev cycle, and believe frustrations he face from community. but 7 people is a large number for indie studio. with propper lead manager this 7 people can do good b-class game with solid gameplay mechanics. what i see is only decent animated characters but very repetitive, poor ui, clunky fight mechanics from asset store, bad optimisation on test location(can't imagine how laggy it's on actual maps). if there is really 7 people working, they doing very poor job.
i repeat, i don't know if there is actually 7 people working, i didn't see evidence. please correct me if i'm wrong.