Not sure that most indie devs have those kind of funding. That costs a lot of money, around 30k$ she said. And that I needed to register a firm/studio name, rent an office, develop the game and after that release it. I spoke to a friend of mine, who studies law, said that this is illegal act. And when I finished it I’d like to buy those licenses. I use 3ds max student license to build my models. But it’s just that I have a very low funding for a project I came up with and worked so far. Well first of all, I respect buying licenses for the software, just because it’s going to be unfair to the people who paid a lot of money for that license. If you want to work with good people, use free alternatives, or get the lighter versions of tools. You can steal software and assets, but as it turns out anyone smart enough to be a benefit to you won’t let you steal their work. Needless to say, I chuckle when I see the same team trying to find people to replace their high turnover (probably the same story as why I left). I figured that not only did I not want my name attached to their studio, but that if they were going to steal all their software (and assets) that they would also have stolen work. That tidbit of info left me with no confidence that I’d see the payout from royalties. How do I know this? I was brought on to work on their game, and left as soon as I found out. I didn’t record proof, and so won’t be calling them out, but people like that really do exist. Not the OS, not the tools, not the marketplace assets. Others in the thread have answered in more detail, but I actually know of a studio who pride themselves on not paying for a single piece of software. I’m not saying every game would be minecraft, but the idea still sticks: Start free, start small, work your way up. Now technically, he is free make any game he wants, from just that one game sale. It then got the attention of Microsoft, who bought it for a billion. That cost them probably 20-30 dollars a month (rough estimate of website costs.) after that, they took the money they earned with early access sales to hire a team, making the game better. It took them years, and they used their own website to sell it. Notch and one other guy (Jeb, if I recall) Made that game together, artist and coder. You’re right, indies don’t have that kind of funding. If you can’t afford the game you have in mind, you can get funding,publisher support, backing, crowdfund, or use a smaller game idea that would be just as entertaining to sell, just to get funding for something larger.’ĥ.Yes, using software without a license would mean you do not own it, which is in effect stealing. These are tools of the trade when you’re low budget. Blender, Unreal engine 4, Gimp, Audacity, etc. Gog, desura, Humble bundle and even Steam, although they are the hardest to get your game on.Ĥ.There ARE free alternatives. Unreal engine 4 is free, and if your game is functional, there are several people who would release it for free. Guy in a garage? The address of the garage is your “office”.ģ.Developing and releasing cost nothing, literally. You can use your home, office, or any place that you own and development occurs there. Having an LLC also allows you to have a few employees/crew, but you CAN skip the LLC if you’re working solo.Ģ.You do not have to rent an office ever, it is not required. ![]() This includes price of owning the name/trademark. That said, if something goes wrong (you get sued, for example) having an LLC or better would keep you safe. Games CAN be made and published under your own name. Since you’re budget focused, I will assume that you are the only person working on this game:ġ.Although its a good idea, you don’t have to register a studio name, if it’s only yourself. What your friend said is true, but some things were left out.
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