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What machines and tools do I need to make a Gaming Company?

Discussion in 'Editor & General Support' started by Boudi-AlSayed, Mar 14, 2015.

  1. Boudi-AlSayed

    Boudi-AlSayed

    Joined:
    Jul 2, 2013
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    Hey, I'm thinking to open a game development studio, my first game will be a game like Call of Duty, so I just want to ask what machines and tools (that are supported by Unity) do I need to buy?? Money is not a problem but I prefer cheaper solutions... Like motion capture machines, human body scanner, and other things idk... please tell me what I need to start my company. And what the cost of each would be, and what building up a powerful computer would cost? Thanks
     
  2. Steve-Tack

    Steve-Tack

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    Assuming this isn't a troll post (it's hard to tell any more), you would need around $50-100 million to make something on the level of Call of Duty.

    Maybe try deploying a match-3 game with what you have and work up from there.
     
  3. Boudi-AlSayed

    Boudi-AlSayed

    Joined:
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    Hmmm ok 100M $ ?? Ok, but why I need all that money?? I don't think computers would cost 100k $, and I think motion capture and 3d scanners wouldn't cost up to 100K $ but lets say that., another 50K $ for sound tools and recorders... those are 250K $, workers with me will not take any money until we are done! I don't know what else we need? Marketing is the most expensive step, I can handle that... but why the 100M $?? Please can you explain?, btw I asked specialy for tools we need...
     
  4. Steve-Tack

    Steve-Tack

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    High production value games like Call of Duty take a long time and have teams of hundreds of people, who don't work for free. Hardware isn't the main obstacle in making games. But yes, a big chunk of that is marketing.

    I'm just a hobbyist and have no idea about motion capture studios and all of that. You could buy a $150 Kinect and some cheap software, but the results wouldn't be usable exactly. Some motion capture studios cost many millions of dollars to construct. But thinking about cut scenes and non-gameplay stuff right off the bat is just weird.

    If you've never developed a game before, you need experience it what it takes to do a tiny game. You'll be surprised how much time, effort, and money even that can take.

    Worrying about a bunch of hardware sounds like the cart before the horse to me.
     
  5. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Jun 2, 2009
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    Well, each of the employees are going to need a computer, and some software. So, assuming your estimates show that you need 10 artists and 10 programmers, you'll need 20 computers (say, 20 x $1000), some software, perhaps 15 Unity licenses, and 5 3d modelling licenses. Call that $30k. Then each member will need to be paid. I've no idea what salaries are like in your part of the world, but assume you need to spend $50k/person to include salary, pensions, tax, office accommodation, heat and light and network. So, I make that around $500k/year. To make a Call-of-Duty kind of game you'd probably need more people. Or spend longer making it, so either you spend more money on people, or you spend more money on time. Note that these costs are just development costs. I have not included QA, marketing, producers or directors in the cost.