Likewise. I think it's very much a sustainable business IF you have the right team, finances, and production schedule. I have made serious inquiry into it, even interviewing potential partners, employees and investors.
There's lots of ways to approach it, but if you plan to run a legit studio as a business and NOT as a one-off project or hobby, then you HAVE to have at least three projects well-defined and scheduled before you begin. By the time your artists finish their work half-way though the first project, they should start working on the next project. This overlap ensures that everyone is busy working on something at all times. It also means that you have something new to pitch to investors and cash-flow by launch of Game #2.
The next thing I learned is that some investors WILL lose money, and you're probably going to take it from them knowing that and NOT feel bad about it because "all investments carry inherent risks." Maybe these are Kickstarter backers, maybe it's institutional investors. Either way, you need that money to make payroll.
However, if you just have an idea for a particular game and want to start small, there's plenty of freelancers out there you can collaborate with. Some of them even work at major studios and moonlight on Fiver, DeviantArt or even Reddit, where there's forums where you can pitch your paid assignments. Again, there's many paths depending on your budget and long-term goals.
None of their art has heart and soul. Their "heroes" are shitty bastards, and super selfish.
There are three kinds of Asian comics: manga, manhwa, and manure. Their culture is shit, but it's more suitable for international relations than White culture and "the White man's burden" (trying to civilize nons). Whites need strong xenophobia to make it in a non-majority world.
I’m not trying to make some indie game here. I want to make a AAA game and I’m not even sure if the talent here will be able to compete with china if they realize that games are big money and their 1 billion population starts pumping out non woke quality games.
1. do you believe AAA money is available without kowtowing to kikes/kike-adjacents?
2. do you believe anyone with AAA money, jew or not, will invest in any studio which hasn't at least proven itself with some really good, promising tech demos, if not fully proven itself by being able to release a successful small game?
> I’m not even sure if the talent here will be able to compete
i agree, in the sense that i haven't really seen anyone display any talent (or at least make clear the lack thereof) at all. we have a few games to our collective name, as national socialist right-wingers, but they're mostly on the level of Kyle Rittenhouse and Jesus Kill The SJWs, or things like that, and those certainly can't compete even with ruined western AAAs on any real level.
anywho, the co-founders i'm starting my studio with are very skilled and capable and we have real, actionable, practical hopes that we'll see both creative and financial success. hopefully within the year when we go public with our game you'll be interested, assuming you have anything to offer.
> do you believe AAA money is available without kowtowing to kikes/kike-adjacents?
> do you believe anyone with AAA money, jew or not, will invest in any studio which hasn't at least proven itself with some really good, promising tech demos, if not fully proven itself by being able to release a successful small game?
I don't know, most like not. But it isn't really relevant because I'm going to be self funding it mostly. I was thinking of doing a crowdsourcing campaign, but it isn't essential.
> i agree, in the sense that i haven't really seen anyone display any talent (or at least make clear the lack thereof) at all. we have a few games to our collective name, as national socialist right-wingers, but they're mostly on the level of Kyle Rittenhouse and Jesus Kill The SJWs, or things like that, and those certainly can't compete even with ruined western AAAs on any real level.
The issue is, most people just suck at what they do. You hire a programmer, and they're writing jeet tier code, you hire a story writer and their work is all childish and pozzed. Game designers come with their idiotic ideas which are just rip offs of other bad ideas they've seen elsewhere, they cannot be trusted. That's my main concern here.
I'm not trying to make a natsoc game, I just want a high quality AAA game without faggot shit, trannies, nigger worship, and pozzed story telling (how do we make this story push our ideology somehow goys?).
> anywho, the co-founders i'm starting my studio with are very skilled and capable and we have real, actionable, practical hopes that we'll see both creative and financial success. hopefully within the year when we go public with our game you'll be interested, assuming you have anything to offer.
I'd certainly like to buy and play it once it's out, wishing you the best of luck with the game and I hope you make a killing.
I have a bro who self-published two games this past year in prep for his masterpiece (a zeldalike soulslike). He knows how to code, but he's nothing special. He knows how to debug, very important.
The first game was for learning UE5. With AI assistance, he finished it in 3 months.
There's lots of ways to approach it, but if you plan to run a legit studio as a business and NOT as a one-off project or hobby, then you HAVE to have at least three projects well-defined and scheduled before you begin. By the time your artists finish their work half-way though the first project, they should start working on the next project. This overlap ensures that everyone is busy working on something at all times. It also means that you have something new to pitch to investors and cash-flow by launch of Game #2.
The next thing I learned is that some investors WILL lose money, and you're probably going to take it from them knowing that and NOT feel bad about it because "all investments carry inherent risks." Maybe these are Kickstarter backers, maybe it's institutional investors. Either way, you need that money to make payroll.
However, if you just have an idea for a particular game and want to start small, there's plenty of freelancers out there you can collaborate with. Some of them even work at major studios and moonlight on Fiver, DeviantArt or even Reddit, where there's forums where you can pitch your paid assignments. Again, there's many paths depending on your budget and long-term goals.
There are three kinds of Asian comics: manga, manhwa, and manure. Their culture is shit, but it's more suitable for international relations than White culture and "the White man's burden" (trying to civilize nons). Whites need strong xenophobia to make it in a non-majority world.
> I wanted to start a game studio
i'm starting one. got a decent tiny team and a kind investor. what are your skills?
1. do you believe AAA money is available without kowtowing to kikes/kike-adjacents?
2. do you believe anyone with AAA money, jew or not, will invest in any studio which hasn't at least proven itself with some really good, promising tech demos, if not fully proven itself by being able to release a successful small game?
> I’m not even sure if the talent here will be able to compete
i agree, in the sense that i haven't really seen anyone display any talent (or at least make clear the lack thereof) at all. we have a few games to our collective name, as national socialist right-wingers, but they're mostly on the level of Kyle Rittenhouse and Jesus Kill The SJWs, or things like that, and those certainly can't compete even with ruined western AAAs on any real level.
anywho, the co-founders i'm starting my studio with are very skilled and capable and we have real, actionable, practical hopes that we'll see both creative and financial success. hopefully within the year when we go public with our game you'll be interested, assuming you have anything to offer.
> do you believe anyone with AAA money, jew or not, will invest in any studio which hasn't at least proven itself with some really good, promising tech demos, if not fully proven itself by being able to release a successful small game?
I don't know, most like not. But it isn't really relevant because I'm going to be self funding it mostly. I was thinking of doing a crowdsourcing campaign, but it isn't essential.
> i agree, in the sense that i haven't really seen anyone display any talent (or at least make clear the lack thereof) at all. we have a few games to our collective name, as national socialist right-wingers, but they're mostly on the level of Kyle Rittenhouse and Jesus Kill The SJWs, or things like that, and those certainly can't compete even with ruined western AAAs on any real level.
The issue is, most people just suck at what they do. You hire a programmer, and they're writing jeet tier code, you hire a story writer and their work is all childish and pozzed. Game designers come with their idiotic ideas which are just rip offs of other bad ideas they've seen elsewhere, they cannot be trusted. That's my main concern here.
I'm not trying to make a natsoc game, I just want a high quality AAA game without faggot shit, trannies, nigger worship, and pozzed story telling (how do we make this story push our ideology somehow goys?).
> anywho, the co-founders i'm starting my studio with are very skilled and capable and we have real, actionable, practical hopes that we'll see both creative and financial success. hopefully within the year when we go public with our game you'll be interested, assuming you have anything to offer.
I'd certainly like to buy and play it once it's out, wishing you the best of luck with the game and I hope you make a killing.
The first game was for learning UE5. With AI assistance, he finished it in 3 months.
Yes, you can compete.
So far, they could (and should) easily be able to do it, if they want to.