Always use one main licence on which you develop your games. Also reserve some cash to pay for external experts on game development.īuying new licences is important. The salesman might come by, you might to have to pay salary or invest in advertisement. Don’t hesitate to do so – but never spend all of your money. Hackers can only be hired but not trained.Īs said above, often times you have to spend a large part of your cash as an investment. You will need a Hardware Engineer to develop your own console. This let’s you create very high skilled team members (with very high salaries).Īfter you leveled up one team member in all job titles, Hardware Engineer becomes available. So basically you can level up a coder, change his job description, level him up as a designer and so on. This will affect most of their skills, but it will allow you to level up your staff member from level 1 again. However, you can change the job title using the ✼areer Change Manual« the traveling salesman sells you. As far as I can tell, the job description has no influence on the way staff members do their job. Not all of them are available from the start. Key concepts explained.Įvery staff member has a job description: ![]() Staff members being »on fire« and developing either aspects of your game or bugs – also based on chance. The impact of an investment in an external graphic designer or musician is influenced by a certain probability. Develop a new type of game, work on a contract after a game, don’t use the same staff member twice for the same job etc. It’s usually the best option to change what you are doing. *Don’t do the same thing twice in a row.* Right after you move to the largest office (8 staff members), you should spend $3.5M for the Hollywood Agent and try to hire some hackers with high skills. And it helps you unlock new types and genres of games you can develop.Īlso »hire« new staff, when you can afford it. Use »train« and »level up« frequently – it not only improves the skill of your workers but also their power. Even right at the beginning it’s clever not to go with the cheapest option. Usually, the more money you spend (on staff, on advertisement, on a license etc.), the more money you can make afterwards. So if you want to discover the game on your own – it’s perfectly possible. At the right time, the game displays additional hints that let you figure out what to do. But there’s definitely more to it - all of us here are really eager to hear what it means for you.Your secretary guides you through the game. Bad design practices, bad business motivations, bad relations with gamers - they’re things we are and will remain vocal about. Finally, much like every self-respecting rebel, we live to challenge the status quo. We’re independent and have no corporate overlords, so we have the creative space to experiment, and we’re also big enough to leave a mark and attempt things other studios can’t. Instead of falling into an annualized development cycle, we choose to challenge ourselves, often shooting for the stars. I mean, who in their right mind makes an open world TPP RPG, then a card game, and then an FPP RPG? Us, apparently. One of the things we like doing the most is tackling problems we don’t initially know how to approach. ![]() And we love it.īeing a rebel doesn’t always mean acting in opposition. In this phrase, we’ve found something that unites, but also leaves room for individuality. And while there’s much shared understanding of its exact meaning, there’s no singular definition everybody would accept without adding a few words of their own. It’s an expression we often add after coming up with something crazy - as well as a casual equivalent of “what can possibly go wrong?”. It’s on our t-shirts and studio walls it’s something we say, and one of the ways we think. Well, nobody at RED knows who said it first, but “We Are Rebels” has been living with us since forever. Like with any good nickname, if a game-dev studio has a catchphrase, it should be something someone says once, then it just sticks.
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