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I'm not sure if this is the right section, I was thinking General Discussion but this is related to SG which is why I put it here. Let me know if it should be moved if this isn't the right place!
I've been lurking these forums a bit and its amazed me at how passionate and willing this community is to want to support other people and projects they want to create to follow in Mike Z's footsteps. I for one have huge respect for what Mike Z has accomplished and its been inspirational for something I've been working at for the past 2 years which is making my own fighting game with the same amount of prestige that SG has.
I'll try to keep information about my game and its situation brief for now and I'm intentionally not posting any media about my game (unless asked) because the point of this thread isn't about shameless plugging. Its about asking for advice and trying to understand SG's development story not only for the help but because I find development logs extremely fascinating.
I've been researching as much as I can about how Skullgirls came to be from the very beginning but the information I've found is generally basic. So Mike prototyped the game before meeting Alex and Alex had the roster before meeting Mike? Did they partner up and bring the game to the vertical slice that got them a publishing deal by themselves? As in did Alex invest his time in doing all the animations for the first character or does anyone know if Mike hired other artists to help create the vertical slice funding it with his spare change for a while? Does anyone know how long it took them to get a vertical slice from the time the concept and direction was clear (aka from the first animations)?
Even though I have a good game plan right now with my game, these behind the scenes things would be invaluable to know to get a better grasp of how Mike Z succeeded so I can try to follow suit. In the past 2 years I've made a 6 character pre alpha fighting game doing everything needed (even prototype art despite art not being my strength or passion). I've taken the game as far as I can go and have been struggling with getting to the vertical slice stage even though I found my art partner 6 months ago who has solidified the art direction and can do animations...his technical ability in being able to do everything in the art side is inspiring to me. However development to get to the vertical slice has been more challenging than either of us has expected so I'd thought I'd ask to see what SG's life was like at the stage where we are right now
I've got more questions I'm sure but I think this is a good place to stop for now. If anyone is kind enough to offer insight I would be extremely grateful but if not then that is ok as well and we can let this thread peacefully die.
Thanks!
I've been lurking these forums a bit and its amazed me at how passionate and willing this community is to want to support other people and projects they want to create to follow in Mike Z's footsteps. I for one have huge respect for what Mike Z has accomplished and its been inspirational for something I've been working at for the past 2 years which is making my own fighting game with the same amount of prestige that SG has.
I'll try to keep information about my game and its situation brief for now and I'm intentionally not posting any media about my game (unless asked) because the point of this thread isn't about shameless plugging. Its about asking for advice and trying to understand SG's development story not only for the help but because I find development logs extremely fascinating.
I've been researching as much as I can about how Skullgirls came to be from the very beginning but the information I've found is generally basic. So Mike prototyped the game before meeting Alex and Alex had the roster before meeting Mike? Did they partner up and bring the game to the vertical slice that got them a publishing deal by themselves? As in did Alex invest his time in doing all the animations for the first character or does anyone know if Mike hired other artists to help create the vertical slice funding it with his spare change for a while? Does anyone know how long it took them to get a vertical slice from the time the concept and direction was clear (aka from the first animations)?
Even though I have a good game plan right now with my game, these behind the scenes things would be invaluable to know to get a better grasp of how Mike Z succeeded so I can try to follow suit. In the past 2 years I've made a 6 character pre alpha fighting game doing everything needed (even prototype art despite art not being my strength or passion). I've taken the game as far as I can go and have been struggling with getting to the vertical slice stage even though I found my art partner 6 months ago who has solidified the art direction and can do animations...his technical ability in being able to do everything in the art side is inspiring to me. However development to get to the vertical slice has been more challenging than either of us has expected so I'd thought I'd ask to see what SG's life was like at the stage where we are right now
I've got more questions I'm sure but I think this is a good place to stop for now. If anyone is kind enough to offer insight I would be extremely grateful but if not then that is ok as well and we can let this thread peacefully die.
Thanks!
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