Need a PROFESSIONAL game developed.
michaelvmauro392
Member Posts: 3
Hello,
I need a developer(s) to create the "officially licensed" computer game based on my web comic Atom Bug. My deadline is November 1st for a fully finished product. Read the webcomic at www.michaelvmauro.com and come up with a game document proposal including Genre, budget, release date, etc.
Candidates to be considered will:
- Have strong art skills (either traditional or in 3d modeling/animation)
- Possess the ability to envision the computer game version of the web comic from start to
finish. Playability, relevance, fun factor and deadline mindset are all crucial factors.
- Must have expert knowledge of the Gamesalad engine.
- Must be able to submit milestones of the game from time to time until the final submission
on or before November 1st, 2010.
- Be able to handle constructive criticism in overall planning and functionality to deliver the
best product possible.
- Click the 'LIKE' button on my website. (^_^)
- MUST be a SERIOUS contender who would like to make games for fun and profit! Submit a
bid and game document with the aforementioned information and you will be considered!
Regards,
Michael Mauro
www.michaelvmauro.com
I need a developer(s) to create the "officially licensed" computer game based on my web comic Atom Bug. My deadline is November 1st for a fully finished product. Read the webcomic at www.michaelvmauro.com and come up with a game document proposal including Genre, budget, release date, etc.
Candidates to be considered will:
- Have strong art skills (either traditional or in 3d modeling/animation)
- Possess the ability to envision the computer game version of the web comic from start to
finish. Playability, relevance, fun factor and deadline mindset are all crucial factors.
- Must have expert knowledge of the Gamesalad engine.
- Must be able to submit milestones of the game from time to time until the final submission
on or before November 1st, 2010.
- Be able to handle constructive criticism in overall planning and functionality to deliver the
best product possible.
- Click the 'LIKE' button on my website. (^_^)
- MUST be a SERIOUS contender who would like to make games for fun and profit! Submit a
bid and game document with the aforementioned information and you will be considered!
Regards,
Michael Mauro
www.michaelvmauro.com
Comments
Good Luck in your search.
Darren.
I'm just kidding. Good luck in you search. ;-)
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And if it was...not without serious overtime (for a single dev...which most on here are). So between now and then...its probably at least 400-500 hours of work just to get a beta version out. So even at $10/hr...your looking at $4-5K.
If I were to take it on...I would personally ask for $7K up front with $8K at delivery and a Beta test due by Dec 1st...with final release targeted at Jan 1 but not guaranteed. But final pricing and timelines would be completely subject to the scope definition.
I am sure there are others willing to do it for less....but are they "pro" quality? Not sure...but perhaps...but it depends on your interpretation of the word "professional".
Do you have functional specifications written?
Do you have the funds to pay someone to write those specs for you?
Note: A typical iPhone app will run you approx $5,000 to $10,000 per month development time just for engineering. And that assumes you already have all the specifications written, you have all the audio done, and you have all the artwork done. If you need someone to write the functional specifications too, thats around $75 an hour. Jobs are typically paid 1/3 at start, 1/3 at half way milestone, and balance upon final delivery (it will be delivered when all the functionality in the spec is complete, and in working order). That is why a GOOD spec is important! Once the project is done, changes made to the spec and code will cost you double usually ($150 an hour).
That is what a "PRO" will cost you. On the plus side, a "PRO" could also do anything you need in XCode (in other words features not supported by Game Salad). I would skip Game Salad and do native Obj-C with OpenGL ES for graphics and OpenAL for audio.
I used to know a lot of people in games PR. The amount of times that they bid for a contract, only to get turned down and then see the internal PR people do exactly the same thing was just outrageous!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
- Writing a solid design specification (so that both YOU and the developer know what YOU expect)
- Writing the code
- Creating the art
- Creating the audio
- Testing the product
- Debugging the code
Right now the iOS device market is HOT. And when a market is hot, the demand goes up. This is just like everything else... When the demand is high, so is the price.
You could drop the word "Pro" and find an amateur, or pay someone in India $2000 a month. Good luck with that
There are plenty of good solid developers here with GS background. TShirtbooth, Quantum Sheep, and Protics are three of them. But those guys are busy, so I doubt they will be cheap
I would need a scope outline and detailed specification though for a guaranteed project quote.
I always try to stress to my clients how important that is, otherwise we have no idea when its done. I tell them its like going to a contractor to build a house, but do not give him any blueprints. Well damn, it could be a 20,000 shack or a 20,000,000 mansion!
But the real other reason is I like to charge for "Change requests" (feature creep), but without a solid design/functional specification, you can't prove a change from an original feature.
A real good principal engineer could get $200k a year easy, but it has dropped. I think to probably 7k to 10k per month average.
Nobody actually contracts you hourly...unless its the government hiring you. Every contract I've ever had always wanted a fee cap on any hourly quotes anyway...which is basically the same as a project quote.
I have learned from years of contracting projects (mostly in architecture) that you fee at the higher level...because by the time your done...and you calculate the hours against the fee after all of the client add ons and indecisiveness...you are at about half the rate of what you initially started at.
And I have NEVER had a client (out of hundreds of projects) that didn't expand scope and expect it to be included.
Plus you need to take your actual salary and double it for overhead and profit, software, hardware, rent/lease, taxes...and all the other "stuff" needed to operate...not to mention the "in-between" periods for ramp ups and ramp downs of projects.
If you can't get a decent fee...then you might as well do your own projects...they have a tendency to be more profitable anyway. Contract work is only good if its profitable...otherwise its not worth the headaches.
Yes...I believe you are...unless you are just lighting fast. Why do you think your demand is so high.
But if you are super hungry...prices drops tend to be inevitable.
I wanted to let everyone know the job was filled a month ago. I didn't want to leave you hanging, so I figured I'd give you the heads up. The budget was $7500 for 6 months in case you were wondering, with the deadline of November obviously negotiated. It is always supposed to be about the quality, unless you worship EA (zing!).
Thank you for all the support and information. GO GAMESALAD!!
-Michael Mauro
If someone worked 40 hours a week for six months, that is $7.21 an hour! I don't think you can even buy a dot head in india that cheap. Good luck pal, a pro you will not get.