POV-Ray : Newsgroups : povray.off-topic : Video game question, sort of... : Re: Video game question, sort of... Server Time
4 Sep 2024 19:22:02 EDT (-0400)
  Re: Video game question, sort of...  
From: Sabrina Kilian
Date: 25 Nov 2009 00:52:22
Message: <4b0cc616$1@news.povray.org>
Darren New wrote:
> Sabrina Kilian wrote:
>> For 'just' a surreal roller-coaster, figure a few days for drawing up
>> the path the coaster will take. A few weeks spent getting a style nailed
>> down, be it wood construction or metal or some living organism. Since a
>> lot of pieces will be reused, count on just a few months of someone
>> working part time to create all the pieces. Maybe just a month if you
>> are paying them well. Hopefully you have someone else working on the
>> background and scenery that whole time. After all the parts, you start
>> assembling them and rendering as you go.
> 
> That's really the kind of information I was looking for - is a piece of
> scenery in a video game on the order of hours or weeks to produce.
> Thanks for the info!  It at least gives me a vague idea if I'm talking
> about a $100K project or a $10M project. :-)
> 

A single piece of scenery, for a video game, may be on the order of
hours for something simple, weeks for moving objects with full collision
and skeleton rigs. For a demo/movie, you aren't going to care if the
collision is dead accurate, so shave a little time there. Or, go cheap
and use pre-built models and skeletons from which ever video game engine
you use.

I would guess that, unless you go way over the top on realism, you are
talking on the order of $100K. More people means less time spent
waiting, but means getting them to all play by the same art book and
script bible.

I think the budget to pay me was only around $1k, but academia doesn't
care that undergrads get underpaid. The cheapest route is to get people
who want to see the finished project, like those Myst videos, and
volunteer their time. Free is good, if you have the time to wait on them.


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