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How To: Create your own game company, Part Two

how to create your own game company part twoIn part one I talked about a lot of the production tools: 3d apps, game engines, and so on. This time I want to tie that in to the business end. How do you run the company, and how do you make money?

First of all, I discovered PopCap Games offers their engine to developers for free. The license agreement spells out the details, but primarily all you need to do is acknowledge using the PopCap Games Framework. The practical upshot of using PopCap's engine? They might publish it. The practical upshot of getting an engine and look by a successful publisher? You can make money. You still have to file taxes, and do all the other business stuff you'd normally have to, but you get to skip the part where you worry about marketing, payment, etc.

One other development is the rather old Torque Exporter Plugin for Blender is now up to version .91. Since Torque is $100 puny bucks for an indie license, and Blender is free, that also seems like a reasonable choice for budget game developers. If you're still thinking 2D (or very limited 3D, like an isometric game), another option is the Arcade Engine for Runtime Revolution.

So lesson #1 in business: keep your costs low. I don't want to get into a lot of business advice, but if you want some great tips on what NOT to do, check out Ten Easy Ways to Screw Up Your Game Company, and Part 2 of the same. If you're really looking to make a company, and can get investors, there's a lot of funny and valuable lessons to be learned in those few pages...

And not to be redundant (which I'm good at), but Lesson #2? Pick the right product. I know, the author of Ten Easy Ways says the same thing, but this lesson is too important to miss. You can spend thousands on the Unreal engine if you like, but trying to make another Halo? Good luck. It's not impossible, but unlikely. Shoot for realistic early goals and clean up with original, playable content. Now, on to the software!

Continue reading How To: Create your own game company, Part Two

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