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Studio

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rugged:
My real hope for IQ is that you guys make a great game and then make a great studio! I am interested in how you think a successful studio making old school adventure games would run. Would it be a larger team of part time staff or a very small team of full time staff?

In an ideal world what sort of time frame would you be able to pump out a game assuming Quest for Infamy is a success?

sickfiction:
We kinda have a virtual studio in place already, as wonderful as it would be to have a physical location for us all to meet up every morning around the water cooler, it just couldn't happen (right now). The two main bosses live on opposite ends of the world and everyone else is scattered in between (USA, Australia, Canada, Scotland, England). Plus the overheads for a real studio can be ridiculous. It's almost free overheads for us all to work from home. These forums / skype and Dropbox are our studio. One day maybe though I'm hoping we can build a theme-park based on Lonaria with a massive rollercoaster and everything.

rugged:
Oh I wasnt meaning a physical studio. I was just interested whether the goal is to have people working on these game as there full time job and whether you think the games could produce revenue to afford that opportunIty. Or is it to remain with a larger team that work part time?

Blackthorne:
It's a pretty small team right now - I mean, the hope is to be able to do more games.  Right now, heh, I'm just focusing on getting QFI done, and we'll see where the future takes us.  I'm sure we'll be doing more games - on what level really depends on the success of this game.


Bt

s_d:
Can Kickstarter backers have an awesome title or badges or some such?  8)

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