- This topic has 14 replies, 9 voices, and was last updated 15 years, 4 months ago by Anonymous.
August 16, 2005 at 8:43 am #4472AnonymousInactive
Xbox 360 game currently without a publisher. If you can download the movies, you’re in for a treat.
D’oh forgot the url…
August 16, 2005 at 9:19 am #23896AnonymousInactive
My god, its a team of only 3 people??? :shock:
August 16, 2005 at 9:32 am #23897AnonymousInactive
I never understood this hype about next gen teams needing to expand to about 100 people….
August 16, 2005 at 9:39 am #23900AnonymousInactive
There not going to be looking for a publisher for too long i suspect.
I presume a certain amount of work was outsourced? Or was it entirely a 3 man team. I read also on the site they were formally s2 games (at least i think i read this, its early..). Savage was a pretty decent game, but got crap reviews, if my memory serves me correctly.
Here’s hoping they do a bit better this time.
August 16, 2005 at 10:11 am #23902AnonymousInactive
August 16, 2005 at 2:50 pm #23908AnonymousInactive
I never understood this hype about next gen teams needing to expand to about 100 people….[/quote:f9cf63c633]
Well… 2 coders and 98 artists. If you want to do a AAA game with all that content to drive those HD experiences that everyone is talking about and you want to deliver it in 18 months, then you need lots of bums on seats.
PS: I am not calling artist bums, read other meaning above!
August 16, 2005 at 10:21 pm #23915AnonymousInactive
I havent looked at the videos, but it looks pretty indeed.
3 guys – rock on,
Maybe they are going to do as Wideload games (ex-bungie) are doing….small team and outsource “to the maxxx” (aka the apparent future of all devco’s)
August 19, 2005 at 12:45 am #24005AnonymousInactive
While I agree that the EA style 150 man teams are almost certainly incredibly wasteful and could doubtless be smaller, there is no way a three man team will be able to produce a next gen game that meets the publishers expectations. In the current market their chances of getting cash out of a publisher are slim to none – unless they already have the full team needed to make the game. That leaves external investors – time consumming and in many ways even harder to pull off than getting publisher funding. Now is not a good time to be doing the start-up thing unless you already have finance in place.
August 19, 2005 at 3:40 pm #24029AnonymousInactive
The demo video footage is fantastic! Does anyone know what country these guys are based in?
August 19, 2005 at 4:49 pm #24032AnonymousInactive
The demo video footage is fantastic! Does anyone know what country these guys are based in?[/quote:d0457d8861]
Gimme a “U”, Gimme a “S”, Gimme an “A”
(based on the fact that S2 Games were from there)
“Lastly, and most important: we have no intention of developing the entire game with just the 3 of us! We are actively looking for investors and publishers, and encourage interested parties to email us.”
August 19, 2005 at 4:52 pm #24033AnonymousInactive
Truly the demos are ace, the imp. of the subsurface scattering is fantastic gives the skin that latex look, far better than the old plasticine look.
August 19, 2005 at 4:57 pm #24035AnonymousInactive
August 19, 2005 at 5:14 pm #24036AnonymousInactive
No problem :)
120 Avram Avenue, Suite 204
Rohnert Park, CA 94928
I’d imagine Project Offse lads are located near their former company.
S2 have art for cash thing running – “It is a good way for new artists to break into the industry as well as for seasoned veterans to make some extra cash on the side.”
August 26, 2005 at 12:32 am #24216AnonymousInactive
There are some interesting slides on the difference between demo engines and game engines on Tom Forsyths papers page: ‘Demo engine to game engine’
September 1, 2005 at 4:44 pm #24428AnonymousInactive
On the subject of Savage and S2Games…
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