You'll have to keep us updated on how things are going Adam, well, until NDA's 
and the like kick in and you vanish into a web of obscurity. My team and I 
recently won a years worth of free office space from a local business incubator 
to help us get up and running, so hopefully we'll be in a similar position 
shortly!

Slightly back on topic, it'd be interesting to find out whether or not Source 
has paid for itself yet in terms of game sales and engine licenses.

Ging

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" 
Mckern
Sent: 21 July 2006 01:37
To: [email protected]
Subject: Re: [hlcoders] Fundamental Source engine question

This has gone way OT, but I’ll add my few cents

I have worked out a budget of just over 10K (AUD) a month for 10 people, plus 
business start up costs, and we plan on reaching about 3 million from VC 
(Venture
capital) to stay afloat. (At the moment we have a lot less then that)

We (Nigredo Studios) are spending 3 months making a demo/prototype, and then 
will pitch that to publishers so that we can stay a float for the planed 18 
months cycle.

I worked out the total dev length to be around 18 months; working within the 
shared office space we let opening hours. (They are software developers them 
self).

Looking at game engine offers, Source, and UE3, where the best on the market, 
that offered what we where after, but because Epic are a pain in the arse to 
deal with (They don’t answer your email), I contacted valve, and we have a 
very lose agreement.

Adam


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