IP Incubator Club Thread 2014: Monthly-014: February2014


Wanna JOIN the IP Incubator Club? Well the Instructions are below.

(Every month I will spotlight one of the Incubator projects. To have a chance for a spotlight, just post a WIP on out IP incubator threads.)

Rob Note:
Please do post projects you are working on, I WILL eventually spotlight them.

Welcome to the IP INCUBATOR CLUB
Past Threads:

IP Incubator Club Thread 2013: Week-001: April 15-21- 2013
IP Incubator Club Thread 2013: Bi-Week-002: April 22-May 5- 2013
IP Incubator Club Thread 2013: Bi-Week-003: May 6-19- 2013
IP Incubator Club Thread 2013: Bi-Week-004: May 20-June 2- 2013
IP Incubator Club Thread 2013: Bi-Week-005: June 3-June 16- 2013
IP Incubator Club Thread 2013: Bi-Week-006: June17-June 30- 2013
IP Incubator Club Thread 2013: Bi-Week-007: July 1-July 28- 2013IP Incubator Club Thread 2013: Monthly-008: July 29-August 31- 2013
IP Incubator Club Thread 2013: Monthly-009: -September 2013
IP Incubator Club Thread 2013: Monthly-010: -October 2013
IP Incubator Club Thread 2013: Monthly-011: -November 2013
IP Incubator Club Thread 2013: Monthly-012: December 2013
Projects So Far:
—Click To Expand—
The Projects so far this week:

Project Name:____________CATEGORY:Start Date: First Post______Link

[color=#ffffff][color=darkorange]Pole Force 1____________Games _Jan 2013[/color][/color][color=#ffffff][color=darkorange]Q4 2013 ___Link
[/color][/color][color=#ffffff][color=darkorange]STASIS_________________Games ______Dec 2010_____04-16-2013 ___Link
NeverEndingPrincessStory___Animation____TBD__________04-16-2013___ Link
Le Gouffre_______________Animation July 2011______04-16-2013 Link
Top secret project ________Animation TBD_________04-16-2013 Link [color=darkorange]
Spec Commercial__________Animation___ April 2013___04-17-2013 Link
I am the Antagonist________Cross Media TBD__________04-17-2013__ _Link
SCHIRKOA_______________Animation___ Mid 2010______04-17-2013___ Link
HYPERREALITY ENGINE_____3D Engine ___ April 2013_____04-18-2013___ Link
[size=2][color=darkorange]Blaster X HD_____________Games ______End of 2010____04-25-2013 ___Link
Soliloquy of a Madman _____ Games _____January 2013___04-23-2013 ___Link
[size=2][color=darkorange]Le Gouffre _______________Animation_____ July 2013_____ 04-23-2013___Link[size=2][color=#ffffff][color=darkorange]
I LOVE KAIJU_____________Animation___ April 2013______05-04-2013___ Link
NeverEndingPrincessStory __ Animation June 2010_______04-29-2013_ Link
The Wrath [color=#ffffff][color=darkorange]June 2012 - October 2013 Link


/ˈɪnkyəˌbeɪt, ˈɪŋ-/ Show Spelled [in-kyuh-beyt, ing-] Show IPA verb, in·cu·bat·ed, in·cu·bat·ing.verb (used with object)

  1. to sit upon (eggs) for the purpose of hatching.
  2. to hatch (eggs), as by sitting upon them or by artificial heat.
  3. to maintain at a favorable temperature and in other conditions promoting development, as cultures of bacteria or prematurely born infants.
    4. to develop or produce as if by hatching; give form to: His brain was incubating schemes for raising money.

Welcome to the IP Incubator Club
The idea behind this Club is simple

POST MONTHLY UPDATES of Original IP that you are developing. Hopefully IP that can eventually help the creator generate some income.
Also you should provide CONSTRUCTIVE FEEDBACK to the work posted by other posters of the club.

The idea of this “Incubator Club” is to get away from the gloom and doom and provide a lifeline of support for our fellow artists.

The artists will have at their discretion how much they wish to share on the projects they are working on, what program they will be using and the medium . But the IP HAS BE AN ORIGINAL CREATION.

[size=2][size=2]The idea is to match developers with individual sponsors. People whose responsibility is to monitor the progress of a specific project. The sponsors would be fellow developers. It would be their responsibility to provide support and provide guidance to the developer from an outsider’s point of view. I’m not advocating “mentor ship” where there usually is an imbalance of expertise/knowledge between two parties. Rather, I envision sponsorship to be a vehicle for peer support, for consultation between and among artists who each have valuable tools, experience, and knowledge to share. Sponsorship is method for both parties to learn and grow professionally and perhaps personally as well.[/size]

The Concept[/font]___________________________
Ok so lets recap:
[color=white]The idea behind this IP incubator club is to provide a cool hangout place for IP creators. [/color]recap…
Weekly threads will be posted, to provide encouragement for developer to keep working on their idea.

On way to see this is to think of us as a spotter on your local gym.
You use your WIP thread to post your regular updates, But ONCE A WEEK you post on the IP INC thread a summary, based on the forsmat posted blow.


[li]FOR GEN DISCUSSION of the IP CLUB CLICK HERE: Your Own IP?[/li][li]WEEKLY WIP are encouraged[/li][/ul][/size][/color][/size][/size][/color][/color][/color][/color][/color][color=#ffffff][color=#fffffe]
[/color][/color][color=#ffffff][color=#fffffe]On your weekly post please Fill the following information (you can cut and paste it[size=3]:)[/size][/color][/color]
[color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=#ff8c00]CONCEPT NAME:

Fashion (3D Printing)
Web Comics

TEAM MEMBERS:(Voluntary)
SHOW AND TELL: [/b][/i][/b][/i]

[li][color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2]WIP thread should be posted on the appropriate CGSociety/Game Art Sub forum and should follow the following naming convention: IP Incubator!:xxxxx:[/size][/size][/color][/color][/color][/color][/li][li][color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2]Only participants who follow the rules and submit a weekly Entry entry will be eligible for a monthly spotlight ( A frontpage plug).[/size][/size][/color][/color][/color][/color][/li][li][color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2]Any piece caught breaking the rules will be taken off the thread.[/size][/size][/color][/color][/color][/color][/li][li][color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2]When you are done creating your IP please do give at least a thank you to the IP. We need the press.[/size][/size][/color][/color][/color][/color][/li][/ul][color=#ffffff][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=#ff8c00]RESOURCES:
What is a Trademark?
What is a Copyright?



Notable Laws:
Berne Convention for the Protection of Literary and Artistic Works
[size=3]Copyright Act of 1976
Copyright Act, 1978
Film/ Video/ Animation Content[/size][/size][/size][/color][/color][/color][/color][/color]
[li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]http://vimeo.com/[/size][/size][/color][/color][/color][/color][/li][li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]http://www.youtube.com/[/size][/size][/color][/color][/color][/color][/li][li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]Stock Footage:[/size][/size][/color][/color][/color][/color][/li][li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]http://www.pond5.com/index.php?ref=orbitrob[/size][/size][/color][/color][/color][/color][/li][li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]http://submit.shutterstock.com/[/size][/size][/color][/color][/color][/color][/li][li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]http://www.stockfootageseller.com[/size][/size][/color][/color][/color][/color][/li][li][color=#fffffe][color=#ffffff][size=2][color=#fffffe][size=2][color=white]http://www.stockfootageseller.com/w…ostock-logo.jpg[/size][/size][/color][/color][/color][/color][/li][/ul]

[li]http://store.steampowered.com/[/li][li]http://www.microsoftstore.com/store…DisplayHomePage[/li][li]http://developer.android.com/index.html[/li][li]Web Comics[/li][li]www.comixology.com[/li][/ul]
[/list]3D Models (for Animation)

[li]http://www.turbosquid.com/[/li][li]http://www.daz3d.com/[/li][li]3D Models (for 3d Printing)[/li][li]https://www.ponoko.com/[/li][li]http://www.shapeways.com/[/li][li]http://www.sculpteo.com/en/[/li][li]http://i.materialise.com/[/li][/ul]
[/list]Clip Art

Custom Merchadize:
http://www.cafepress.com/cp/info/Make Magazine: Ultimate Guide for 3D Printing is a FANTASTIC resource. GET IT if you are interested in getting into this market:

Digital Media:

[li]SXSW[/li][li]Shepton Digi Fest[/li][li]NAB[/li][/ul]Gaming:
[li]PAX[/li][li]PAX East[/li][li][size=5]Independent Games Festival[/li][li]E3[/li][/ul]Europe:
[li]Edinburgh Interactive Festival[/li][li]Eurogamer Expo[/li][/ul]Comics:
[li]Comicon[/li][li]SPX[/li][/ul]Animation Festivals:
[li]SIGGRAPH [/li][li]Bradford Animation Festival[/li][/ul][/size][/size][/size][/color][/color][/color][/color][color=#ffffff][/Spoiler][/color]


(from previous thread)

The latest episode and script is good! Congrats for finishing on time. And good to see that finally you have a cozy store. :wink:


Ok guys, I have been working a lot behind the scenes and I wanted to give you all an update.

That’s great Roberto :slight_smile:


Concept Name: SCHIRKOA

Website: [http://www.schirkoa.com/](http://www.schirkoa.com/) 

CGTalk WIP thread: [http://forums.cgsociety.org/showthread.php?f=153&t=1103500&page=1&pp=20](http://forums.cgsociety.org/showthread.php?f=153&t=1103500&page=1&pp=20)

Project Description: 
SCHIRKOA is the story (an IP maybe) I will be trying to develop in coming years. 
At the moment I am aiming at an animated Short Film. Followed by a  graphic novel. And then let's see what else can come out. It's set in a  dystopian city, involves bagheads and some other 'creatures'. 

Status Number: 13

What went right/wrong:

Past 2 weeks have been rather steady. Not much I can call right or wrong.

Show & Tell:
I have just finished an important environment. This one is crucial for the story. All I can say at the moment is - the third act’s catharsis begins right here.

Apart from the meeting room there will be two more environments for the office set.



I don’t have an update on Pole Force One at the moment, except to say that I’m working on thing in the background, hopefully later this month I’ll be ready to give a proper update.

However, I just wanted to show off a little project that my friend and I whipped together in two days. We participated in the “Global Game Jam” at the Vancouver site and basically over 48 hours, everyone there was challenged to create a game. We decided to make a tower defense game and managed to pull of a great little prototype. Check it out:


Read more about it here:

I’m in talks with the people who helped make it and there’s a possibility that we might go forward with it and expand upon the concept into a fully procedural game that mixed tower defense and RTS elements. Of course, I’m still working on Pole Force On as my long-term strategy and this game wouldn’t really be related to this “IP club”, but I think going through the motions of creating this game rapidly with a team might be good practice, before I employ a lot of resources and efforts towards my bigger-scope project!

I think half the fun of doing these kinds of projects is the freedom to experiment when something else interesting comes along. It all adds to the knowledge, code and art base over time, after all.


Isn’t it amazing how sometimes you make your best work when you didn’t really plan to? :stuck_out_tongue:


Plus, it probably gave you a welcome break from working on the PF1 game. Its good to take time out and work on something new every so often I think. Plus, you never know where it might take you.


I recently talked to SapphireFoxx over at Deviantart.

He is currently making a living using his own IP. He has daily comics and a weekly flash animation and is charging a subscription. He has built an audience and is now making a living working on telling his stories full time.

Here are some answers to some of the questions I asked him.

Can you please share with me how you started this thing? How did you build your audience?

  1. I didn’t have to do much besides making content. People flocked to it on their own because there was next to nothing in the field of TG animations.

How do you continue to get subscribers?
2) More new people discover my work or can afford to subscribe.

What was the response when you went to subscriptions?
3) Mostly very negative, but I had more than enough positive support to do it.

Are you able to make a living doing this?
4) Yes

How do you plan on expanding?
5) I just did by hiring my first employee.

Can I contributue to your site?
6) Yes, if you made some animations that were amazing.

What advice could you give to help people break away from their day job and make a living doing this?

  1. Don’t quit your day to day job in hopes of success, wait until you’ve REACHED success.

The funny thing is his work is nothing amazing, his story is entertaining and yet he found an audience and gets to do what he loves full time.

Just wanted to share that with you all


CONCEPT NAME : Pole Force One
WEBSITE : www.combomash.com/pole-force-one/
PRODUCTION BLOG : www.combomash.com/category/production-blog/
CATEGORY : Video Game (PC, MAC, Linux, OUYA)


In this tongue-in-cheek, co-op, beat 'em up game, you play as one of three sexy super-hero pole dancers as they travel the world fighting against injustices such as sex-slavery, violent drug lords, religious extremists, corrupt governments and greedy corporations. Along with the help of their trusty DJ and his robotic creations, you’ll be thrown into a wacky adventure reminiscent of many classics - such as Double Dragon, Streets of Rage and Battletoads - but with modern polish and gameplay.

More details in our PDF Pitch Bible

TEAM MEMBERS : 2 core + 3 freelance

Grant Moore - Founder & Creative Director
Neil Grey - Partner & Technical Lead
Chris Taylor - Concept Art
Kris Hammes - 3D Character Artist
Power Up Audio - Music & SFX

NEXT MILESTONE : Kickstarter Campaign Launch, Early 2014


I’ll try to keep this short, but as my previous post in this thread shows I went to the Global Game Jam and managed to whip together a little prototype with my team. The biggest thing to come of the jam was that I got to work with a friend and work colleague who I have known for many years (went to University together). The result of which was a realization that we both work very well together and have complementary skills. As a result I’ve decided to make him my unofficial partner and we’re working together to build out the company, with the goal of finding enough funding such that we can make it our full time jobs. Also, finally started getting back to developing the Pole Force One project! Slowly, but steadily getting back into it.


Having a social life. No seriously, I’m going away for a long weekend trip and I’m realizing that having a full time job, a social life and entrepreneurial aspirations all at the same time is an incredibly difficult thing to manage. Just kinda bummed I wasn’t able to utilize the 4 months I had off a while ago more effectively.


The latest model of Roxie by my freelance artists!

Latest blog post, talking about our Game Jam prototype.



@CGIPadawan - Accidental genius is the best kind of genius :wink:

@shrunkendesigner - It actually looks like it was the catalyst that both I and my new business partner needed to get together and actually start building out a company. I’ve always had determined focus and a clear creative vision, but I lacked someone who is more business oriented and able to “sell” ideas to others. This project seems like it might have helped build a strong relationship that will directly benefit Pole Force One. I’m excited to see where it goes, even if it’s not how I had originally planned it.

@redCigarette - Still loving the style, can’t wait to see more animation once it’s ready :slight_smile:

@ilovekaiju - Thanks for sharing! Always great to hear directly from someone who has managed to make it happen. The lesson I take from that, focus on making something great. If it’s great, chance are you’ll have a shot at being financially successful!


Best of luck to setting up the business man. It seems like a lot of good game out of the Game Jam.


Hi Everyone,

It has been a little while since I have been here, really no actual “update” to share with our Blaster X HD game development, but…

Today 2GMG (2 Guys Making Games) Turns 1! Yea! A year ago today we formed our company, and we navigated our way through the difficulties of an Indie start-up to get to this point. It was a difficult road along the way, but also a lot of fun. I wanted to say “Thank You” to all of you guys who have supported us along our journey. Thank You to you as well, Roberto, for organizing and doing this IP Thread. It helped with our exposure and development growth as well.

This is a very nice group that participates in this thread and I hope to be back soon with more of an update to our game and other projects I am looking to do.

To celebrate 2GMG’s Birthday, our game Blaster X HD will, be on sale at 99 cents for a limited time! Blaster X HD has recieved numerous accolades from some of the top reviewers, and is also one of the most challenging games on iOS. With over 400 Handcrafted Levels - eye candy and unique gameplay to match - while also having Zero IAPs and ZERO Ads, Blaster X HD will keep you wrapped up for a very long time.

Blaster X HD https://itunes.apple.com/us/app/blaster-x-hd/id615851024?mt=8

(99 cents Limited Time Only)

Thank You Again Everyone for the help and support over the years!

Thank You,

Co-Founder of 2GMG (2 Guys Making Games)
Creator of Blaster X HD


@redCigarette - I really love your style! Your animation is looking great!

@Grantmoore3D - Very nice modeling on your PoleForce One project, you are coming along really fast with that. Kudos as well on the Global Game Jam. Making a game is very hard work, and doing what you did in 48 hours is very impressive. Looks like you have something very cool as well - nice to hear that it might developed further. Best of luck and I look forward to seeing the end result!


I think it’s time I tried to get in on this…

CONCEPT NAME: Daisy’s Diner (working title)
WEBSITE: comic.jaredlindquist.com
CATEGORY: web comics

What do a dwarf, a giant, an alcoholic “nun”, a chainsaw-wielding hillbilly, and a comic book fangirl all have in common? Not much, but they can all be found at Daisy’s Diner.

I’ve been working on this group of characters for a few years - either modeling and learning how to rig them; or simply drawing pinups or gag images for fun, and to explore their personalities. Now I’m starting to tell some of the stories I’ve been sitting on.



NeverEndingPrincessStory is concept name.

Hi, just a quick update; this is a completed episode but not completely polished; kind of YouTube grade. Will run through SpeedGrade and do some other edits before posting on the website; but at least getting something out there.

Took extra time since I decided to change the look of 2 characters completely and had to re-render everything. But I am now pretty fast with the software, getting easier and I made alot of mistakes getting here; moving forward should be easier and faster now.

Next week I intend to look at Unity again and create a Winter level to complement this clip. Just to keep things interesting I invested in Playmaker and will be trying to grock FSM’s over the weekend, fun, fun. Cheers to all…





13 January 2014[/B]

This week was very exciting for me! It’s my first week as a full time game developer and it’s been completely freeing and terrifying at the same time. Getting into a routine where I’m working on Stasis during the day, and not after hours has been quite an adjustment!

With my office set up and, what feels like, the sword of Damocles over my head, I set out into full time development. The majority of my time for the next 3 weeks is on bug fixing and laying down the foundations for certain systems in the game. Checking how robust they are and how ‘easily’ content can be added/modified.

I have been watching a lot of “play throughs” of AAA games like The Last Of Us, and Bioshock: Infinite, and have been taking note of how they set up and transition their story beats. I think that one of the most difficult, but important parts in telling a story through a computer game is getting those story moments and beats correct. That’s how you pace your game, and how you make sure that the scenes and moments in the game have some sort of emotional resonance.

I also received a first pass of music from Mark, and I can’t explain how exciting it was. Having another artist give an interpretation of your work is a very stressful thing, but after hearing that first piece of music that was written specifically for Stasis…it’s just a wonderful feeling to know that the visual identity that I’ve been working on for such a long time can be THAT clearly translated into music. I am SO excited to hear what comes next!

20 January 2014

As the second week of my work year comes to an end I have had some time to reflect on where Stasis is and what work still needs to be done. Stasis is a daunting task however the progress made in the first two week period has been fantastic. A by-product of working full time on Stasis is the amount of hours I’m able to put in to development beyond a standard 9-5 work day. I find myself constantly surprised that it’s night time outside. Nic and I have been spending time fleshing out a new area in the game which is coming along very nicely. I am using this new area as a test for larger scoped areas that I want to implement in the game. I have called them ‘experiences’ which are in-game quick time experiences that would traditionally be told through a cut-scene but are rather explored through the isometric game view.


During the December break, Nic took some time to create a tool to track bugs and design new sections of the game. It works online so that we can collaborate together on the project regardless of where we are. I have been slowly moving from my usual ‘pen and paper’ way of design into a digital implementation. I still hand draw most of the designs first but I find myself transferring the layouts to Schemo for editing and notes.


For the more morbid among us, here is a shot of one of the latest death sequences. So, ever wonder what will happen when you lock a man in a super heated room? Why, he melts of course…

27 January 2014

It’s certainly been an interesting week for the world of adventure games!

I’ve been reading the discussions about Broken Age with great interest, and have taken note of the negative and positive feedback of the game. Personally, I’ll be waiting for the entire game to be released before delving in. I’ll admit that it’s a little hard not to be biased, because without Doublefine’s Kickstarter campaign, I wouldn’t be living MY dream.

This week has been a clearer observation of day to day timing and scheduling. Nic and I have designed an intricate puzzle area involving multiple screens. This puzzle area has some challenging areas that requires John to interact dynamically with his environment, and as a result there are more custom animations and actions for John. In terms of the puzzle, it ranges in difficulty - from the simple combinations of items to more lateral thinking.

We’re using this dense area of the game as a benchmark for our timing of puzzle implementation, when working on it full time. It’s been an invaluable week in this regard, and has set a standard for the rest of Stasis.

This particular area of Stasis is the connecting piece - the bridge you could say - that joins the end of the areas touched on in the Alpha to the rest of the graphically completed game. At this point, the player should have a feel for the puzzle mechanics and now steadily face more challenging tasks and complexity.

For John to interact fluidly with his environment and to add to his range of movement, we’re using the new animation libraries from http://www.mixamo.com/ . John is now throwing, climbing, jumping, hanging and falling over more than ever! Further to John’s cool moves, I’m also working on rope simulations (because all adventure games need rope) and learning how to use MassFX for physics in 3DMax 2014. Admittedly, I’m more at home with Reactor but MassFx is an amazing addition to 3D Studio Max (my weapon of choice).

Speaking of family, Nic has too been hard at work - he has been adding matt painting details to the levels. Every little speck counts. What’s next? I hope to wrap up the connecting area in the next couple of days, and move onto the implementation of the technical changes made to Chapter 1 to reflect across Chapters 2 and 3.

4 February 2014

Update It’s the end of the first month of full time Stasis development… WOW!

Firstly, I can’t believe how damned fast time flies. This week we finalized the story layout for Stasis, incorporating our new time table. Whenever I get a spare chance, I write out the game in prose to make sure that it sounds exciting.

I had the amazing opportunity to talk about crowd funding, as an alternate means of funding a business, on CNBC Africa last week. I’ve never done a TV interview before, but with a face-for-radio, I think I did pretty well.


We have been able to move onto thrilling aspects of Stasis. I’d LOVE to discuss it more, but it would give too much away unfortunately.

This next month has a lot in store. All of the changes I’ve applied to the Alpha are slowly finding their way into the other chapters in the game, and we can begin developing completely new content.

By the end of February, there will be more ‘game’ to Stasis than there has ever been!



Is this going to be a bit like “Happy Days”, but without being tied down by reality?


If so… It is going to be a work of genius. :thumbsup:


Oh. Lord. :argh:

The good news is that STASIS looks like a AAA title. That is the steel hat you have hanging over your head below the proverbial Sword of Damocles.

Fantastic promo video and media coverage. Was there a chance anybody at or around the “Finweek” TV program (guests/producers) were tapped into the STASIS project as well? :slight_smile:

I mean, sure, you mention on Finweek that you felt less pressured about owing someone a kickstarter donation, than owing an angel investor a six digit figure. Correct. But just to point out in your post just now you mentioned Sword of Damocles TWICE (once in print and again in the Finweek video). Basically you’re already “in it”.

If I may make a suggestion you can do it “Hollywood style”. You already have base funding… and you can “defer an External investor”… Tell them maybe they only come in once you have sort of “worked out the main niggles in a demo”. Because I think that would be the true “Point-of-No-Return”. If you can make a demo, you can make the whole game. And an angel swooping in at that moment is just Coup de Grace.

One last thing, in the first video you have two monitors behind you. In the future, it would be nice to have either the wallpaper for STASIS, or some gameplay going on behind you as you are talking about the game.

Better yet, project it onto the largest TV you have, and talk from your living room. :smiley:

Being a bit like EA when doing these hype videos doesn’t hurt. :slight_smile:

This looks fantastic…


The Finweek program came as a result of a story that was run on different ways that people are funding their businesses. We did an awesome interview in print, and they asked if I wanted to come on and talk about it on their show.
It was a really enjoyable experience - because I love talking about Stasis! But the show was definitely geared more towards the business side of it than the game. :smiley:

If I may make a suggestion you can do it “Hollywood style”. You already have base funding… and you can “defer an External investor”… Tell them maybe they only come in once you have sort of “worked out the main niggles in a demo”. Because I think that would be the true “Point-of-No-Return”. If you can make a demo, you can make the whole game. And an angel swooping in at that moment is just Coup de Grace.

I really want to remain completely independent and ‘publisher free’. Any sort of external investing from an angel would come with caveats, and they would essentially become a publisher.
The entire point of this for my brother and I is to become artistically free in the work we produce. We have been working for clients for the past decade and, while we love the work itself working for clients is a very draining experience!

I think that that is at the absolute CORE of developing an Intellectual Property. You want to OWN it. Our idol in the setting up of an IP is George Lucas - because he saw the merit in owning his own work and reaped the rewards from it.
Now Im not saying that I want to own ILM and have my own Skywalker Ranch, but owning my own universe? Yeah…I can get behind that. :smiley:

One last thing, in the first video you have two monitors behind you. In the future, it would be nice to have either the wallpaper for STASIS, or some gameplay going on behind you as you are talking about the game.

Better yet, project it onto the largest TV you have, and talk from your living room. :smiley:

Being a bit like EA when doing these hype videos doesn’t hurt. :slight_smile:

This looks fantastic…

Next video Ill definately be doing something like this, I just need to find something to change the refresh rate to get rid of banding. :smiley:


You know the TV network might have money… they’re in the media and entertainment business. :stuck_out_tongue:
But yeah yeah… I can see what you’re doing/avoiding. :slight_smile:

If you watch the documentary “Empire of Dreams” it explains George’s relationship with 20th Century Fox (“I owned all the rights to STAR WARS. I owned the rights for toys, shirts, everything else… But I needed Fox’s access to the audience.”)

His point was really that he found a way to work with Fox.

Not “instructing” OK? Cause I can relate (REALLY RELATE) to the pressures you describe and try to curb or avoid.

Definitely if Kickstarter closed out your budget… then you’ve hit the Holy Grail. :slight_smile:


Wish I could remember enough about Happy Days to answer that… Although I think it’s safe to say Daisy isn’t tied down by reality (then again, a few folks have told me otherwise…)

Mostly it’s an excuse to explore my characters’ personalities and interactions, and take them beyond just being pinups. There will at least be some supernatural elements down the line, to add a whole other layer of weird fun. :slight_smile: