[project1dev] Re: [OT] Torchlight makers runic

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 19 May 2010 10:17:51 -0700

That's still pretty inspiring as far as I'm concerned

The other day angela asked me what I would do if I made a game that we sold
and made money off it. I told her, "I would quit my job and makes games."
I'm excited. I think we can make kickass games.

On Wed, May 19, 2010 at 10:12 AM, eric drewes <figarus@xxxxxxxxx> wrote:

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

Other related posts: