oh and i dont have access to the article but i read it was $500,000 in sales not 500,000 copies sold On Wed, May 19, 2010 at 12:51 PM, eric drewes <figarus@xxxxxxxxx> wrote: > well... from wikipedia: > > Development of the game is led by Travis Baldree, designer of > *Fate<http://en.wikipedia.org/wiki/Fate_%28video_game%29> > *, and Max Schaefer and Erich Schaefer, co-designers of > *Diablo<http://en.wikipedia.org/wiki/Diablo_%28video_game%29> > * and *Diablo II <http://en.wikipedia.org/wiki/Diablo_II>*, joined by the > team that developed > *Mythos<http://en.wikipedia.org/wiki/Mythos_%28video_game%29> > * > > Pre-production on *Torchlight* began in August 2008, shortly after the > dissolution of Flagship > Studios<http://en.wikipedia.org/wiki/Flagship_Studios>. > Runic Games was founded by Travis Baldree (lead developer of *Fate* and * > Mythos <http://en.wikipedia.org/wiki/Mythos_%28video_game%29>*) and > veterans of Blizzard North <http://en.wikipedia.org/wiki/Blizzard_North>and > Flagship: Max Schaefer, Erich Schaefer and Peter Hu. > [24] <http://en.wikipedia.org/wiki/Torchlight#cite_note-gamesource.it-23>[ > 14] <http://en.wikipedia.org/wiki/Torchlight#cite_note-shack-13> The > "entire Flagship Seattle team" consisting of 14 people (the branch of > Flagship which created the original *Mythos*) signed on to Runic Games at > the time of its > formation.[25]<http://en.wikipedia.org/wiki/Torchlight#cite_note-warcry-24> > [16] <http://en.wikipedia.org/wiki/Torchlight#cite_note-eurogamer-15>Having > lost the rights to > *Mythos*, the Runic team saw the development of a new game as a way to > "finish what [they] started," although they would have to start over with > none of the code or art assets from > *Mythos*.[26]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra-art-25>The > company's founders decided to "go back to [their] roots" with a smaller > game that they could refine and polish within a relatively short production > cycle.[14] <http://en.wikipedia.org/wiki/Torchlight#cite_note-shack-13>Full > production on the game started around November 2008, giving the entire > project a development period of approximately 11 > months.[27]<http://en.wikipedia.org/wiki/Torchlight#cite_note-g4tv-26>As of > July 2009, 25 team members were working at Runic Games. > [20] <http://en.wikipedia.org/wiki/Torchlight#cite_note-pcgames.de-19> > > In a feature article on *Gamasutra<http://en.wikipedia.org/wiki/Gamasutra> > *, art director Jason Beck explained that *Torchlight's* art style was > inspired by comic books and classic film animation, using stylized character > designs combined with painterly background > textures.[26]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra-art-25>The > developers have described the game's look as inspired by " > *Dragon’s Lair <http://en.wikipedia.org/wiki/Dragon%E2%80%99s_Lair>* meets > *The Incredibles > <http://en.wikipedia.org/wiki/The_Incredibles>*."[28]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra1-27>The > team chose to give the game world a lighter fantasy tone to make it more > inviting, rather than utilizing a "dark and gritty" > style.[26]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra-art-25> > > The game uses the OGRE <http://en.wikipedia.org/wiki/OGRE> open > source<http://en.wikipedia.org/wiki/Open_source>3D graphics engine, although > the rest of the game engine was built by Runic. > The game was designed to run on a wide range of systems (including a > 'netbook' mode) and does not require > shaders<http://en.wikipedia.org/wiki/Shader> > .[2] <http://en.wikipedia.org/wiki/Torchlight#cite_note-zam-1> > ... > > so, 25 people working full time using an open source 3d engine and headed > by veteran designers and coders with some pretty beefy pedigree/experience > > > > > > On Wed, May 19, 2010 at 12:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> thats pretty rad... do you know how big the team was? >> >> I wonder if they did it full time and lived off savings or if they had >> funding from somewhere else or if they had other jobs or somethin? >> >> >> On Wed, May 19, 2010 at 8:23 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> It only took em a year or so to make it too >>> >>> >>> On Wed, May 19, 2010 at 8:23 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> Yeah man. It was fun but I didn't play it for more than a month. I think >>>> the key is making the game simple yet fun. >>>> >>>> On Tue, May 18, 2010 at 5:39 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> >>>>> http://www.rockpapershotgun.com/2010/05/18/lighting-it-up-runic-investment-and-sales/ >>>>> >>>>> they sold 500,000 copies of their game and sold part of their company >>>>> for 8.4 million. >>>>> >>>>> wow... >>>>> >>>>> if you guys have played torchlight, sure it was a decent game but it >>>>> wasnt GREAT. i think there is major money to be had from small indie game >>>>> groups such as ourselves :P >>>>> >>>> >>>> >>> >> >