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News: Ken Levine quashes BioShock Infinite's $200 million budget rumour

Added: 22.03.2013 11:41 | 7 views | 0 comments


Analysts had put the development and marketing budgets at $100 million a piece.

"200 million for Infinite? Did someone send some checks to the wrong address?" Tweeted Levine.

The Tweet followed a The New York Times article in which it was reported that a team of 200 has been working on Infinite for more than four years, with an estimated costs of "upward of $100 million".

In addition, the report says that analysts have estimated a marketing budget for the game to be $100 million.

Source: @IGLevine



From: www.videogamer.com

BioShock Infinite creative director denies claims game cost $200 million to produce and market

Added: 22.03.2013 2:51 | 10 views | 0 comments


Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion. [UPDATE]: Creative director Ken Levine refutes the claims.

According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#146;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.

From: www.gamespot.com

BioShock Infinite creative director denies claims game cost $200 million to produce and market

Added: 22.03.2013 2:51 | 10 views | 0 comments


Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion. [UPDATE]: Creative director Ken Levine refutes the claims.

According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.

BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .

The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#146;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.

By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.

For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.

[UPDATE]: BioShock Infinite creative director Ken Levine has , refuting the claims made by the New York Times report. "200 million for Infinite? Did someone send some checks to the wrong address?"

A spokesperson speaking on behalf of the game declined to provide GameSpot with an official statement clarifying the cost of development.

From: www.gamespot.com

Levine explains how Oreo packaging is like box art

Added: 21.03.2013 19:32 | 15 views | 0 comments


BioShock Infinite creative director Ken Levine says the goal of both is to appeal to consumers and lead to a sale.

Packaging for a snack like Oreo cookies and video game box art are not as different as they may seem, according to creative director Ken Levine. The industry veteran explained to GameSpot this week that snack packaging and box art have a shared goal: to convince consumers to make a purchase.

"What is the package of an Oreo cookie? It is a representation of something that is trying to catch your eye and appeal to you," Levine said. "Does it taste like an Oreo cookie? No. Does it feel like an Oreo cookie? Can you eat it? No. Does it have any nutritional value? No."

The BioShock Infinite box art has been a point of controversy for Irrational Games since its unveiling. It features a gun-toting Booker DeWitt, the game's male hero on the front, with Elizabeth placed on the back. Levine that the box art was designed for the uninformed. This group may not keep up to date with the happenings of the business but is in no way any less important, Levine argued. In fact, he said it is the opposite; these gamers are keeping the business alive.

"I understand why people are bothered by this, because for some reason BioShock in particular is something they put this particular value on," Levine explained. "But I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded. And you know what, if I'm going to get criticized because I chose a [controversial] box cover, those people don't have the same responsibilities that I do."

"I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded."

Levine explained that the process of choosing box art for BioShock Infinite came down to selecting imagery that would draw consumers to it and hopefully lead to a sale. He said Irrational created numerous concepts and showed them to thousands of people to gauge their reactions.

"This is not something to take lightly; the goal is when you walk by it on the shelf, is that person going to go and pick up the box?," Levine said. "And you can intellectualize that process a great deal and say 'What if this, what if that?' But when you actually put it in front of people, what is their reaction?"

Levine said when gamers finally do play BioShock Infinite, they will understand that the box art only scratches the surface of what the game truly is trying to say. "One's fish and one's fowl," he said.

"I pick up the front, yeah, Elizabeth's not on the front, but you flip it over, she's on the back. Sorry [waves hands sarcastically]. If that's what it takes to make the game successful and to continue to employ people, and to have more of these games, I'll take that hit happily."

BioShock Infinite launches March 26 for Xbox 360, PlayStation 3, and PC. Levine what he's making next.

From: www.gamespot.com

Columbia Raffle and Fair Commentary

Added: 21.03.2013 16:55 | 14 views | 0 comments


Creative director Ken Levine walks us through one of the first parts of BioShock Infinite, as you explore Columbia's raffle and fair. Mild spoilers!

From: feeds.ign.com

Waking Up in Columbia Commentary

Added: 21.03.2013 16:55 | 17 views | 0 comments


Creative director Ken Levine walks us through one of the first parts of BioShock Infinite, as you first wake up in Columbia. Mild spoilers!

From: feeds.ign.com

Ken Levine talks multiplayer in BioShock: Infinite

Added: 21.03.2013 15:20 | 9 views | 0 comments


DToid:Was particularly curious to know how, after last year's reports of a cancelled multiplayer mode, Levine felt about the idea of narrative-focused games adding multiplayer, and whether or not it cheapens the experience.

From: n4g.com


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