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>Hayter kept asking for more money for each MGS game.
>His rate for MGS4 was $1600 for 4 hours each recording session.
>MGS4 had 200 days of recording sessions, which means Hayter earned somewhere over $1,280,000 for his performance, making Konami furious they had spent so much money on a literal nobody.
>Under SAG-AFTRA terms and William Morris Agency's contract, Kiefer's gets paid a lump sum for his performance in any type of media plus residuals from any future sales.
>Sutherland's current rate is $550,000 per production.
>Konami is happy because they saved money and have a nice big Hollywood star to use in promotions.
You did this to yourself, Hayter.
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What's your gamer grub guys?
Mine is this Chipotle burrito.
Double steak, double rice, double beans, fajita veggies, all the sauces, extra corn salsa, sour cream, guac, and double wrapped. The thing usually comes out to 2 pounds.
/v/ Makes a Game Development Day 3
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>What is this?
Some artists and programmers on /v/ trying to make a 3D platformer in the vein of Spyro, Mario 64, Banjo Kazooie, etc. (Game will be made in Unity)
Basic concept is a Succubus jumps and glides to collect candy in a collectathon styled game, read the GDD and get in the IRC to find out more.
>Will this cost money?
Nope, the game is currently aimed at being released for PC for free. There are some hopes to get the game onto the Wii U as a long term goal since it's inspired by N64/PSX platformers.
>What are you providing for the team?
Outside of being the "ideas guy" I am contributing with 3D Stage Design in 3DStudio Max. Additionally I will be translating the game to Japanese. Largely I am in charge of organizing the project.
>Check the blog for updates and the Game Design Document
#wiiugamedev on #Rizon
This is for general discussion. The devteam usually talks on Skype.
1 Lead Programmer
Several 3D Modelers
1 Lead Artist
Several Concept Artists
1 Voice Actor
>How can I help?
We always need more programmers and concept artists.
Decide on the final version of Alura, make any edits to her character design (Pic related)
Begin modeling Alura
Continue editing the GDD with a focus on game mechanics
Add more members to the team
>Keep in mind
These threads will not be posted every day. There is no need to shit up /v/ unless we have significant updates to give.
The first major milestone of the project will be a playable test area.
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/v/, I just started playing IX after beating VII for the first time about a month ago and replaying X), and so far I've enjoyed VII more. Not trying to start any bait or anything. I know how early I am into the game (Blank just turned to stone in the mist forest or whatever). I think part of the reason is that so far, I don't really have any major motivation (same problem XII had for it's start) in terms of story progression. I know things will get interesting later, but just giving my first impressions. Also, I miss the materia system badly. X didn't have the materia system, but the sphere grid effectively runs like it, especially later in the game. From what I've heard about IX is that it goes back to a traditional class system. Also, I hate the shared exp.
On the other hand, the graphics are magnificent for the PS1 (should be expected looking at when it came out), and the characters so far are extremely colourful and play well off each other. None of the characters up to this point seem redundant or wasted.
One a side note, playing IX after X has made me realise just how much of a graphical and hardware upgrade the PS2 was.