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AngryFacing

  • joined Jan 31, 2013
  • last login Apr 15, 2014
  • posts 5
  • comments 156

Lover of Boston. Nuff said. ;)

Website: Mudry.me

Recent Activity

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1 reply Recommended (4)

Why would anyone send a death threat to a game developer and post their phone number(s) online, when said developer hasn’t done anything wrong to anyone?

The internet is filled with jerks and people looking for attention. That’s pretty much the reason, at least how I look at it.

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2 replies

I really hope Sony doesn’t try to be the “VR king” if you get what I’m saying. I’m extremely happy that more and more people are getting into the whole Virtual Realty thing and evolving the field into something extremely cool, but I want it to keep evolving how it is now and get more and more people into it. (I just realized I probably repeated myself, twice, but I hope you get what I’m saying.)

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I’m really excited to eventually pick up an Oculus Rift for development. This might be the kit that I order!

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3 replies Recommended (1)

Yup. Especially if you check one of my comments on this article. I’ll just copy it up here:

“Once you get a game like Borderlands, which has a huge team and grossed an estimated $180,000,000 (using $60, and also not accounting for other splits to manufacturers and publishers), the 5% split comes to $9,000,000 for Epic Games (again, not accounting for other splits to manufacturers and publishers, but you get the point).”

As I said, I didn’t account for any sales or splits with publishers and the disc manufacturer (or the countless other splits), but there are some big strings attached. 5% may not sound like a lot at first, but it still is a big split to consider.

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I’m a huge fan of C# over C++, although I do know there are benefits at being able to use C++ over C#. Also, MonoEditor isn’t the best, but you can setup Unity to work with Visual Studio, which is great for most developers.

Boo on the other hand…. Don’t get me started on that. :P

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1 reply Recommended (2)

Similar to how Unity does it: Give the engine away, because most are hobbyists that aren’t going to make a dime off of it. When you start making money, they’ll take 5% of your profits. Additionally, if it’s $20 per developer, and you have a team of 5, you’re already making $100 per month. (Which isn’t a whole lot for Epic, but it brings in a lot new developers into their ecosystem.)

However, once you get a game like Borderlands, which has a huge team and grossed an estimated $180,000,000 (using $60, and also not accounting for other splits to manufacturers and publishers), the 5% split comes to $9,000,000 for Epic Games (again, not accounting for other splits to manufacturers and publishers, but you get the point).

Additionally, Tim Sweeney mentioned that this model is aimed at early adopters of the engine. It sounds like there will be “enterprise” style packages, or a price change in the coming months. I’m sure this could be a rise in the revenue they’ll make from sales (or even lower it if you pay more a month).

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