Re:Releasing an indie game on 3 consoles at once and failing...
by bobthepanda on Monday June 19, 2023 @12:34PM
(#36393044)
The issue is that filming in meatspace is still often less complicated than trying to make those graphics on a computer (assuming your low budget movie has little to no CG). And if you want voices, you still need labor.
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Re:Releasing an indie game on 3 consoles at once and failing...
by karpierz on Monday June 19, 2023 @02:01PM
(#36394443)
If you want to make a game, it's never been easier! Download Unity, download a bunch of free sounds/textures/models/etc, and then write some simple code to your things around.
If you want to make a movie, it's never been easier! Grab your smartphone, write a script, grab some friends and have them read it, then post.
But from experience, actually making something passible (much less "good" or "great") takes years of dedicated practice, which is more accessible thanks to the above, but still doesn't really make the years any shorter.
Re:Releasing an indie game on 3 consoles at once and failing...
by bobthepanda on Monday June 19, 2023 @02:09PM
(#36394540)
I think for most of the general public, a movie shot on your phone represents a significantly smaller burden than programming.
The oft-quoted figure is that the production cost of the original Paranormal Activity was $15,000, and that was made before the advent of smartphones.