Vortex Games Blog

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VGI, Kickstarter, and the future!

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I marked this blog under two categories for a reason. Firstly because this blog will contain “game” news and secondly because I wanted to talk about owning an indie studio more and what has been happening over the course of the last 6 months.

Firstly, Vortex Games Inc is still going strong. Of course by that I mean that I am not giving up on the company and never will. Even if VGI turns into a side project forever I will continue to make games just because that is what I love to do. I am hoping someone will see my passion and dedication and not just look at the bottom line in numbers and realize that success comes from passionate people. So far that hasn’t happened yet.

Over the last 6-8 months I’ve been in a search for a great, and mostly local, programmer. I had a programmer named Sam Green (yes, I am calling him out) who was working on a game for us, that was a mix between mafia wars and game dev story, who just up and vanished without word. I haven’t heard from him in probably 3 months despite my many attempts to contact him on multiple platforms. He has seemingly vanished from the face of the earth, and with him he took the source code of the game that I had already paid him over half the amount to make.

Now there are two main lessons I learned from this event. The first is to always get the source code for a game someone is working on for you during periodic updates, or use a source control type of system (sometimes these can cost money). The second is that I would rather wait 6 months to find a semi-local (within driving distance) programmer so that if they ever do flake on me I can personally drive to their place of residence and ask them face to face why. I have actually considered sending a friend who is 3 hours away from Sam to his door to find out if he is even still living at the address I found for him. I have yet to do so though because I’ve been too busy working on other projects and have pretty much put that project out of my mind.

With that said, I recently decided to try my hand at Kickstarter. I hopped onto the band wagon during the Double Fine days and not after them so there still wasn’t too many games on the list like there is now. The project I decided to put up on Kickstarter was Tribble Sports. I figured if I could get the cash to pay for a full-time programmer and animator that we could finish the game before Comic-Con. In the Kickstarter page I put up images and even a DEMO of the game itself that you could play in Windows. I’m not a very creative person when it comes to videos so our was pretty basic but straight to the point. It was average compared to a lot of the other videos out there, but definitely not production quality.

I put up a goal of $30,000 which 5% would be taken by Kickstarter, another 5% by Amazon and that would leave us with $27,000. To pay a programmer for full-time work for 2 and 1/2 to 3 months I figured would be $10,000. Another $3,000 would go to the art and another $1,500 to a composer. That would leave $13,500. What people don’t understand is that the rewards actually cost money (most of the time) and so I averaged if people donated $5 we would make $3. $1 ($0.50×2 or 5%x2) for Kickstarter and Amazon) and $1 for the game we would have to gift them when it came out. So if we made $30,000 that means 6,000 donated $5, which means that we really have only $18,000 to work with. So in a real sense if you look at the estimation ($10,000 + $3,000 + $1,500 = $14,500) that means we’d have $3,500 left over which would go to taxes.

My point to all of those numbers is that while I was asking for $30,000, it actually turns out to be barely 50% of that after everything. This is what a LOT of people don’t realize. This is an even better example: Double Fine got $3,336,371 from their Kickstarter with 87,142 people as backers. Their minimum dollar amount was $15 which got you the game when it came out. This means that straight off the bat they need to make more than $1,307,130 to turn a profit with their launch and need to sell more than 87,142 copies. With the 10% taken off they took home $3,002,734. So $3,002,734 to make a game. With a staff of 47 people at a low average of $40,000 a year salary that’s $1,880,000. That’s just employee costs, this doesn’t include building rent, utilities, taxes, etc. So at MOST Double Fine can afford to run its studio for 1 year. If Double Fine cannot make their adventure game in 1 year, which isn’t easy to do, then they will be spending their own money to continue. This is an important distinction to make, because every dollar they have to spend of their own money increases that $1,307,130 debt that they currently have.

What most people don’t realize and I think this is important for even Double Fine to realize, is that when they release their adventure game they are already in debt that $1,307,130 because they owe those 87,142 people a $15 game. After all of the backers have received their game the only profit Double Fine makes is sales from people who DIDN’T back their Kickstarter. The last part of that sentence is what is important. They need to sell copies of their game to people who did not already back their project. That’s a crazy concept to consider.

So here are the few lessons I learned from Kickstarter. If you are going to ask for more than $10,000 for a game then you better have some kind of name behind you because most of the bigger projects I’ve seen that are asking for more than $10,000 are failing.

Lesson two is that you need to have a good quality video with a couple different people from your company in it so that people can see who they are dealing with.

Third lesson is don’t expect anything. I thought for sure that people would come back a game that had a demo (where no other games did) and was great looking and had a fun concept when I was only asking for $30,000 instead of the hundreds of thousands that people were backing on the larger games, and we barely got $300.

The Fourth lesson is ironically, less is more! The more information that you give to people the less they seem interested in your game (crazy huh!?). Double Fine got $3.3 million dollars with a few screenshots and a great video of Tim Schafer (not that he isn’t a handsome guy, love you Tim!). Seriously though I have nothing against Double Fine or Tim and I wish them luck with their game and their future work. Back to the fourth lesson though. When people played our demo we got asked “Why do you need $30,000? The game seems almost done!”, where as I instantly smack them across the head and ask them how many games they have made in their lifetime. 99.9% of the time the answer is never. That doesn’t change their opinion though and thus I learned to never give people more than I want them to think!

So here is the low down of what I will do if I ever decide to make another Kickstarter project. Firstly I would find someone who is popular in the game industry and get their name behind the game (this almost always means a success), secondly I won’t give people TOO much information. Finally, I will get a video made in a more professional way because this seems to be very important in the success of a Kickstarter.

Honestly, Kickstarter is a great place to go if you are a huge studio that has had successes in the past OR if you are a group of students who can build a game for $5,000. If you are an indie studio with no name and no reputation then Kickstarter will most likely not work for you.

That is all I am going to say about Kickstarter. Now onto the projects that we are working on. I have made a few tweets here and there and talked to a few different people about a Project X that we are working on. To give a little more information but not a lot, Project X is a word game that I believe can be as successful if not more than Words With Friends. It has a catchy name (reserved domains and app name), we are getting a live action (and hilarious) trailer made for it, the concept is fun AND secretly educational, and the game concept itself can be applied to multiple game types so it is very versatile. Sorry, that’s all the information you get at this time!

As for the development, we are about to enter internal testing. This test will be testing the basic functionality and fun factor of the game. If the game isn’t fun at it’s core then we have an issue, but I think it will be. After a few weeks of testing and more development we will start opening up the testing to people on the outside of VGI. Mainly close friends and stuff, but there will be a few testers from Disoriented asked back to test Project X.

In some other great news we have been speaking with Whitaker Trebella (@wtrebella on twitter). He did the music for Tilt to Live, Super Stickman Golf, Velocispider, Casey Contraption, Lunar Racer and more. He recently developed his own game (learning to program on his own time!) called Polymer (http://www.polymerapp.com). It’s a great puzzle game, check it out. We have been talking about doing a game together and tossing ideas back and forth so we’ll see what comes out of it! Even if nothing comes from it, he’s a great guy and it’s been fun just meeting him.

So that’s what is happening with VGI, and now you are in the loop. I’ll try to update this blog more now that more is happening!

~Richard (aka Geograd)

P.S. I forgot to add that I did finally find a great and semi-local programmer so that’s why things are progressing so well!

Vortex Games, Inc. Update

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Phew. I guess I’ve been neglecting this blog for awhile huh? I do apologize for that. My life, and Vortex Games, Inc.’s life has been pretty crazy in the last few months both on separate and combined issues.

First let me tell you a little of what has been happening in my life:

At my last job I was able to focus a lot on VGI while at work because I didn’t do much, mainly I was support for the office. After that company went through hard times I had to find some work so that I could continue with VGI. I thankfully found some good contract work which has now turned into an amazing full-time job. This doesn’t mean that I’ll be forgetting about VGI and in fact that couldn’t be the furthest from the truth. I’ve recently purchased a house and a new car (my old car died) so that is extra financial responsibility, but it just means that I need to watch my finances a little closer.

Now about VGI and our games:

Right now we are working on one new game for the iOS called Tribble Sports, and updating Disoriented to v2.0. This is actually a lot of work that we are doing. On top of all of this we are actively seeking investors for a couple different investment opportunities and hope that something will come through by Q1 of 2012. If it does that means we should have a functional studio up and running by mid 2012, which would be awesome! Let’s hope that things only get better from here on out.

So I know this isn’t a lot of information, but it is enough to give you all an idea of where things are going for myself and VGI. I would very much love to run VGI full-time in an office with a staff of people, but that won’t happen unless one of our games makes it big, or we get that investment I was talking about. Here’s to hoping for both!

One last note is that we will be beta testing Disoriented v2.0 soon which will include multiplayer over Game Center, a map sharing/rating web service, and some bug/feature fixes including touch to turn and a simpler beginning tutorial. We will be sending out emails to all of our past testers to see who will be interested in testing again, but since I doubt everyone will we will be accepting new testers into the beta so if you are interested then please fill out the form here:

http://vortexgamesinc.com/beta-signup.aspx

We also have a new “unannounced” game in the works which we will be releasing Q1 of 2012 that we will need testers for so be sure to sign up quickly! It’s a first come, first serve + experience type of acceptance program.

~Richard (aka Geograd)

Updates and News

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Hello Amazing Followers!

I’ve always wanted to say something like that lol. This isn’t going to be a long blog, just a brief update on past, present and upcoming events. Right now I am personally involved with purchasing my first property and it is a little scary yet exciting at the same time! I honestly don’t know what to expect and after I get the place there will be some work to do on it still. So just keep me in your good thoughts if you would.

As for our games:

There is a contest coming up for Disoriented where someone can win a 3 day PAX Prime badge and a dinner with Ciji Thornton aka StarSlay3r. We’ve been talking more with Ciji and will be sponsoring her at tournaments and events and in exchange she’ll be helping promot our games and our company. She is an amazing person and gamer and we are proud and honored to have her with us.

Tribble Sports! Yes, our new and very exciting game for the iPhone is underway. We have a couple artists and an awesome programmer who has past history with Gameloft so we are morethan excited about this game. The controls for Tribble Sports is different per sport and yet all of them are simple to use and master. We looked at our past experiences and the games that are successful right now and tried to take from them important lessons. One of those lessons was much simpler controls and use. An example is that the golf game only requires one finger to touch and play. The game is also different from any that I’ve played so I know it won’t just be reskinning.

The other games are pretty much on hold for now though how I wish we could be working on Adventurers Wanted!

So that’s a brief update. Hope everything is going well with you guys and gals and thank you again for supporting us.

~Richard

Tribble Sports – New Game Coming Soon

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Tribble Sports is a fun iPhone game that is actually multiple sportlike mini-games packed into one game. This goes back to the old mini-sport games of the golden years but with updated fun and graphics! Plus instead of regular sport balls, you get to use Tribbles! Not just regular Tribbles, but all different types with interesting and entertaining abilities.

The first three games that will be with the release will be Golf, Bowling, and Beach Volleyball.

More information coming soon!

Updates and New Beginnings

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Hey Guys and Gals,

I apologize that it has taken me so long to write another blog entry. Over the last month I unfortunately had to look for another job that can pay the bills and keep Vortex Games moving forward. After a month and some I finally found that job and this is my second day there and it is going great! This job is almost everything I could ask for except of course I don’t get to work from home so I cannot do VGI work while at this job, but since that is the only downfall I am happy.

What does this mean for VGI? This means that VGI is now back in production of games again. We always were but at a much slower pace without the proper finances. We have a few games on our plate that we’ll be working on either strictly as Vortex Games, and a few we will be collaborating on with some of our artist friends who want to break into the gaming industry also. I’m going to detail out what we are working on below, but some of the games won’t have much detail, sorry.

Adventurers Wanted! – This is still unfortunately waiting for funding. It’s also waiting for the main coder to get some free time so we can at least get a demo up so that we can pitch for funding. This also isn’t the kind of game you can fund with something like Kickstarter. So for now it sits and waits as a great idea.

Araya: The Awakening – ATA is now actually named Project Araya (Temporarily) and is being moved from a Facebook concept to an iPhone tactics game. We have a good strong background story already and we are collaborating with some of our artist friends to get things moving. You’ll probably see this progressing in the next month or so. This is going to be similar in style to Final Fantasy Tactics where you have different jobs that your characters can be, but there will be limitations. Like you cannot just go from being a Paladin to becoming a Thief. That means there will be an alignment system for each character that will change throughout the game based on decisions you make. This will also affect the type of equipment that your characters can wear and the spells they can cast.

TTS – Not going to reveal the actual name just yet because we are still in discussions with Paramount about licensing for some aspects of the game, but this one is more of a fun play when you have some free time type of game. It will be fun for all ages (which not a lot of games can claim) and will be cute yet entertaining at the same time. We should have some concept artwork for the characters in the near future. Look forward to this one being a HUGE hit.

That’s what we have brewing right now. Disoriented was released and didn’t do as well as we hoped, but the sales increase some when we released Disoriented LITE so that was a plus.

You can get both at the following:

Disoriented – http://itunes.apple.com/us/app/disoriented/id418515594?mt=8

Disoriented LITE – http://itunes.apple.com/us/app/disoriented-lite/id421088659?mt=8&ls=1

Also we are still talking with people from GDC and there definitely could be either some potential investors or perhaps even collaboration that goes on with some very big companies. We’ll let you know what happens towards the middle of this year. We are hoping to get at least two more games out before PAX Prime this year and who knows, maybe even appear on a panel! I’d love to be on a panel and talk about the experience of starting a casual game company.

Anyway, that’s it for now. I’ll try to keep this blog more up to date.

Thanks for reading and supporting us,

~Richard

Disoriented is in the iTunes Store now! Also new Trailer!

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http://itunes.apple.com/us/app/disoriented/id418515594?mt=8#

Disoriented has officially launched. We want to thank everyone who has supported us on this journey and we hope that you will continue to follow us through our success. We will be bringing everyone along for the adventure of a lifetime!

Be sure to share the link with your friends and family! The more support we get the faster the game comes out on the Android market also!

New Trailer:

Disoriented Crunch Time!

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First off, WOW! I had heard about crunch times and spending lots of overtime and stress and what have you but I’ve never experienced it first hand until now! This is the first moment I’ve had to really breathe and let myself relax. We are in the middle of a three week crunch where we are testing new builds on the weekends and fixing bugs and finalizing systems during the week. So far it is going great and I can actually see the light at the end of the tunnel!

We are in the second phase of the Disoriented beta test. In this phase we have the menus in and working and a few of each difficulty of levels. In this test we are focusing on the ease of the menus and gameplay bugs in particular. The first test we were focusing on the Level Designer and bugs dealing with that. It went well and we found a few bugs and fixed the biggest of them. There are still a few that need to be addressed.

We have about 40 testers who will be participating in the second phase test and 35 in the first phase. We did not get any negative feedback about the game at all. This is a huge sigh of relief. We got a lot of positive feedback and a lot of comments about what could be improved upon in the game. Along with testing we have been showing off the game at social events around the city and most everyone is reacting positively about it. Some just didn’t care, which is expected, so we didn’t take it personally, but the majority of people loved it and wanted to know when it was coming out.

We’ve even received comments such as “The only thing wrong with the game is that there isn’t more levels to play!” and “I would definitely buy this game when it comes out” and even just simply “Addicting”. These are the kind of comments that we strive for in the game development industry and when we finally hear them we know that everything we’ve sacrificed, and all of the hard work we have put into making our games, is all worth it.

Our programmer Tim Raveling has been amazing over the entire project and especially in these last few weeks. He unfortunately is going to be traveling the world for a few years and won’t be able to continue working on long term contracts with Vortex Games. We hope to get him some smaller contracts and games during his rest periods in his travels and we wish him all the best in his journey. We have a few programmers waiting in the works but none of them are in the United States. If any of you who read this know a good (reasonably priced) iPhone programmer who lives in the US then please send them our way!

Don’t worry Daniel if you are reading this we will still be using your talents!

So next weekend will be the final phase of beta testing for Disoriented. This will only include about 10 active testers because they will be testing our full game with all of the levels we plan on releasing with. We want to keep this to a low number of testers so that we do make some kind of profit!

We plan on submitting to Apple on or around February 1st. The reason for this is so that we can hit the market around the time that Verizon releases their iPhone. Hopefully with the 20 million or so more iPhone users we will make a big hit!

That said, if you or anyone you know works at an Apple store, a Verizon store, or an AT&T store then please send an email to Support@VortexGamesInc.com. We will reward you for every demo that we manage to get our game on. Yes, cash reward.

Thank you for all of your support and look forward to Disoriented in the next few weeks!

~Richard

Can you Conquer Gravity?!

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http://www.conquergravity.com/

This is the teaser site for Disoriented! We are getting closer every day to release. It is only a few weeks away!

For an update we took a demo level of Disoriented to CES with us this week and everyone who played it found the controls easy to understand after just a few seconds and also thought it was very addictive! One guy in fact stated “addictive” after finishing the demo level. The greatest part is that the demo is a very rough demo and there is 10x more stuff going into the game before release!

Keep watching http://www.conquergravity.com/ for updates, screenshots, and the trailer video!

Happy New Years, Testing, and other goodies!

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We at Vortex Games, Inc. want to wish all of our fans a Happy New Years and a great and prosperous 2011. We hope that with you support we will be able to build Vortex Games into a successful and fun company and we hope to bring you guys along with us!

That is why we are asking for your help and your insight. We are coming up on the release of Disoriented and we could use our fans to tell us how fun the game is and if there is anything that we can improve upon. What we need is people with iPhone, iPod Touch, or iPad (any generation) who has some time to play and test a build of Disoriented that we will send you. If you think you can help us then please sign up at http://vortexgamesinc.com/beta-signup.aspx.

Unfortunately not everyone will be selected to test, but if you have the time and the passion then we want you to apply! We will also stick your name in the credits under the Special Thanks section for helping us improve and fine tune Disoriented.

Thanks again for believing in us during the hard times, now it’s time for fun!

Happy Holidays from Vortex Games, Inc.

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First off we want to wish everyone a happy and safe holiday season. The weather has definitely been worse than most years and that makes things more dangerous for travelers. Be safe when traveling where ever it is you are going this holiday season, and be sure to keep warm!

We have made some amazing strides in the last month with Disoriented and I’m happy to say that the level designer (which will be the biggest draw point I believe) is 95% completed. That means that we will get the gameplay done in a week or two and then be ready to test and launch a week or two after that. So only another month or so for Disoriented! In retrospect I think I might have under estimated the workload of Disoriented when first trying to estimate a release date. Though we weren’t going to have the level designer in the initial release and we are now so that definitely added a lot of time. Also having an unreliable programmer working on the game until a month and a half ago caused a big delay also. I personally want to thank Tim Raveling for his stepping up to the plate late minute and coming through with such amazing programming skills.

Another thing that slowed down the game a little was that the first programmer really didn’t know what he was doing with images and the iPhone so we had to change and even redo some of the images for Tim when he came on board to program. Overall this has been a good learning experience for us and we know what to do and what not to do, and also what kind of time it takes to program iPhone games. We will be starting on a new iPhone project soon, it’s a smaller project with a new programmer so it shouldn’t take as much time. I’m hoping that Disoriented makes up the money spent on it and more so that we can start working on bigger projects but that is up to you guys and the marketing we’ll be doing after the release.

The cool thing is that we are having a trailer created for Disoriented that will go on the marketing website and be used as an intro for the game itself. We also have a splash page for the marketing website and intro screen that will be revealed soon! Also a cool URL for the marketing website (I’m surprised it wasn’t taken already).

It’s the holidays so while I am pushing some of my guys to work on things this week and next I’m also very understanding if they aren’t able to get things done. Darek has been local for the last week and went back home so he’s not been able to dedicate much time, but he did tell me the last time we talked that he had the lobby system 95% done. The lobby system is used for our Flash games on and off of Facebook that allows people to connect with each other and to play our multiplayer Flash games together. The lobby will be like what Battle.Net was to Blizzard. We’ll have to give it a fancy name like Battle.Net.

Once he finishes the lobby he’ll move onto the multiplayer for the Flash game we are working on with the UK guys. Once we get the multiplayer in we can start working on the micro-transactions, Facebook social functions, and all of the other good stuff a Facebook game needs. This will be a good step into learning how to do multiplayer on Facebook so that we can get everything right for when we work on Adventurers Wanted again.

Speaking of Adventurers Wanted I am currently seeking funding from an Angel investor and have made a few posts on some investment sites and received some interest, so there may be some big news in 2011. With the proper funding and Molehill we could make Adventurers Wanted the biggest game on Facebook. So if you know any Angel investors who are looking to be involved in the game industry and looking for a solid company and a great friendship then be sure to mention us!

I think that about wraps things up for the end of 2010. There were a lot of challenges and a lot of learning experiences and now it’s full steam ahead into 2011. We aren’t letting our foot completely off the brakes just yet, but I’m hoping we will at some point in 2011.

I’ll try to keep you guys better informed in the future on this blog so you can follow the growth of our company.

Thank you all for reading and have a great holiday season!