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I would imagine so, 4 million games sold atleast with Valve getting a higher
chunk because well... they are Valve :P

Actually Wikipedia reports the revenue for last year in the $70mil range for
this year(or last I dunno how they work it out)

On 7/21/06, Chris Janes <[EMAIL PROTECTED]> wrote:
>
> You'll have to keep us updated on how things are going Adam, well, until
> NDA's and the like kick in and you vanish into a web of obscurity. My team
> and I recently won a years worth of free office space from a local business
> incubator to help us get up and running, so hopefully we'll be in a similar
> position shortly!
>
> Slightly back on topic, it'd be interesting to find out whether or not
> Source has paid for itself yet in terms of game sales and engine licenses.
>
> Ging
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Adam "amckern" Mckern
> Sent: 21 July 2006 01:37
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Fundamental Source engine question
>
> This has gone way OT, but I’ll add my few cents
>
> I have worked out a budget of just over 10K (AUD) a month for 10 people,
> plus business start up costs, and we plan on reaching about 3 million from
> VC (Venture
> capital) to stay afloat. (At the moment we have a lot less then that)
>
> We (Nigredo Studios) are spending 3 months making a demo/prototype, and
> then will pitch that to publishers so that we can stay a float for the
> planed 18 months cycle.
>
> I worked out the total dev length to be around 18 months; working within
> the shared office space we let opening hours. (They are software developers
> them self).
>
> Looking at game engine offers, Source, and UE3, where the best on the
> market, that offered what we where after, but because Epic are a pain in the
> arse to deal with (They don’t answer your email), I contacted valve, and
> we have a very lose agreement.
>
> Adam
>
>
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>


--
- Benjamin Davison
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