วันอังคารที่ 6 ธันวาคม พ.ศ. 2554

President Tony Hawk: Ride Crush developer and explains why the company has used to help start to end its Xbox 360 game Kinect Bodoink.

Among developers Robomodo established is the only resort for the masses to support their new game last week, the Chicago-based studio behind the Tony Hawk: Shred and Tony Hawk: Ride announced its next game through a project page on the site of many kick funds.

Users who want to start back Bodoink

planned launch for the Xbox 360, Avatar Bodoink is enabled, the family takes pinball. Taking the road from kickstarter, Robomodo collects the user agrees to pay if the beats in the overall project objective promising (in this case, $ 35,000). To encourage the promises, Robomodo offers a wide range of gifts for the fans, from $ 5 label committed to visit the offices of developers and in-game credits.

The first four levels of commitment ($ 1,000, $ 1,500, $ 2,500 and $ 5,000) donor score a point in the credits with the design consultant respective titles for the first two, the assistant designer and executive producer. Among other benefits, including the first four levels will also include a visit to the studio, and the first three include an image in the game. In the afternoon, Bodoink had obtained more than $ 2,000 in support of 47 sponsors.

Shortly after the start of the project was launched, Josh Tsui Robomodo President spoke with GameSpot about the effort.

GameSpot

: Why go the route with Bodoink crowd-sourcing?

Josh Tsui

: A lot of this is just an experiment on our part. I financed a project kick before and I liked the general concept of the same thing: people who want to create something and actually doing it on their own terms to find an alternative form of financing. So here we had a group of designers in the small side, they did an excellent job of prototype projects aside, and I thought it would be interesting to see if we can obtain a set of prototypes to some able in our own money, get presentable, then the last 20 to 25 percent of them funded by other means. In general, our daily bread through an editor, showing the game and then have to help the rest - that's the way people - but the downside is that you usually have to give up some control over it. With Bodoink, we think, "Why not just try to kill us?" kick and I thought it would be a fun way of doing things. It's almost like turning finance into a game, so we thought we'd give it a chance.

: Could publishers tend to be very useful when decisions or dictate creative, with a game like that?

: It really depends on the publisher and the amount of money you put into it. So even for a small game, including a mobile game, if someone is spending [on it], you want a certain amount of control over it. All is not necessarily a bad thing, I just wanted to see if we could do it completely by ourselves for this experience.

: How to bet heavily in this Robomodo launch campaign to start working?

is really a great experience to see how far we can push public funding.

: We are always prepared for the worst. So if this happens, we will find other things to do. It is still a great experience to see how far we can push the crowd funding. One way or another we will get the game completed. To start, of course, will make the game faster, but we start to find other means.

: So Bodoink will remain even if the campaign launch has not achieved its objective?

: Yes, we feel very strongly about the game itself, otherwise it would have paid for prototyping. A point to be clear: The campaign is to help kick of the match. A good 80 percent of the game is more or less done, so we thought we'd take a break at that time, the campaign takes place, then come back after the success of the campaign. Much of the game we paid we made. Thus, the goal of $ 35,000 is really just to finish the game.




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