[project1dev] Re: [OT] Torchlight makers runic

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 19 May 2010 13:12:15 -0400

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
>>>>>
>>>>
>>>>
>>>
>>
>

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