Slashdot Mirror


The Financials of Xbox Live

Via GameSetWatch, a post exploring the cost and payoff from an Xbox Live game. From the article: "Let's say you are a publisher or a developer that is able to fund your own development, so, a $10 game (800 Gamer Points) would net you $6.50, or 120,000 units * $6.50 per unit = $780,000. Again, if you are a starving Indie developer this sounds like an infinite amount of money. But, in the world of publishers, this is not considered a big hit."

2 of 35 comments (clear)

  1. Nice new first rung on the ladder for a developer by MBraynard · · Score: 3, Interesting
    Want to eventually be a super dev but don't have the budget to fund your dream project?

    Sell your car and raise some money from friends and make a cell phone game. Or a portal game. Or now an XBL game. Make enough money from that to make another two causal games. Next you can do maybe a budget title with a respectable publisher.

    Do a good job, you have self-generated the capital to do the blockbuster.

    Yeah yeah, money isn't everything in making a great game, but it sure helps a lot when you have an expansive vision that requires artists, writers, programmers, etc.

  2. Re:Arcade broadens Xbox 360 development options by ddt · · Score: 3, Interesting

    Actually, 50Mb is plenty because of ProFX (http://www.profxengine.com).

    Check out RoboBlitz (http://www.roboblitz.com).

    It's the first Unreal Engine 3 game coming for Xbox Live Arcade.

    Procedural textures are your friend. :)