A colleague and I want to raise money for a project our company currently can't take on. How to get this ball rolling?
(This is long. The question is in bold at the bottom for those who wish to skip ahead.)
I work for a NYC-based software company that is familiar with video game development. A colleague and I have been developing an idea for a game we really, really want to make. We're confident that it has serious Selling_Potential, and we also believe we can pull together the rest of the talent we need to ship 1.0.
The only problem is that, well, it's larger than anything the company has ever done, and in fact, in order to begin and finish this, we would likely need to secure additional capital. We'll come back to this.
UPSIDES (or "we can't lose"):
We're smart. We've seen projects to 1.0 and beyond before, we've seen others fail, and we've seen our own failures. We understand how to ship.
We've already got in-roads to the (closed) platform we want to develop on (contacts, relationships, development and testing kit access), so we don't have to spend three-to-six months kissing someone's behind just to get past info@companyname.com.
We've already got a great art director in the company who would love to work on the project, and could be freed up for it. Same goes for sound design. Level design is the part of the team we'd need to expand on, but we've already got 1/3-1/2 of what we project for that.
The engine, we believe, we already have in existing IP. See "DOWNSIDES" below.
The idea is solid, and the bosses like it. In fact, everyone to whom we've pitched so far has liked it. Are they just telling us what they think we want to hear? Totally possible. In fact, likely. But at the very least, we and our Very Skeptical Bosses think it's a triple-A title.
DOWNSIDES (or "we're totally fucked"):
This project is a triple-A-size title, which means all of the people I mentioned above? Yeah, they/we have to be pulled into our own little world for 18-24 months, and that costs money. Our normal duties have to be replaced with other people, and additional people we pull in from outside jack up the costs as well.
We've got an engine, but it will require a some changes, like any adapted engine. That also means we still have to provide the world with objects, scenery, textures, etc. AI work, scripting, playtesting cycles, extra kits . . . the list piles on quickly. "We have an engine, we just need to make stuff" is the mistake most indie game devs make, and we're fairly confident we can avoid that. But now we've just added more cashmoney requirements. MATH PROBLEMS HERE.
In short, we need to figure out how to secure the funding the company would need to begin production on such a title. We're not talking Halo 2 here, more like something in the development scope of 10-15 people for approximately 2 years. Think Hitman, as far as size goes.
We pitched the idea this afternoon, and The Bosses liked it. And then proceeded to show us that we don't have the resources to do it. The colleague and I decided that this is a great idea, and we should put our money where our mouths are and show some initiative to get this in the pipe.
The Colleague and I want to do this for the company, but we've never done anything like securing this kind of funding before.
Where should we start?
posted by Mikey-San to work & money (12 comments total)
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posted by nicwolff at 6:53 PM on May 3, 2006