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Support Indivisible! Refuting Common Misconceptions
Indivisible, the new RPG from the creators of Skullgirls has less than a week of crowdfunding left with almost half of its goal remaining to be reached. And while the support given so far has been massive, there are still a lot of people who are skeptical. Here’s a couple things I hear regarding Indivisible and my thoughts on them. I hope that if you have second thoughts about supporting Indivisible that reading this may change your mind!
1. The $1.5m goal is too high!
For me and you, $1.5m is a lot of money. For a game studio with several employees, contractors and overhead, it can disappear pretty quickly. The full budget for Indivisible is actually $3.5m (the publisher has agreed to provide the other $2m if the IGG is successful), with the development of the game happening over the course of the next 2-3 years.
So why does a game cost this much to develop? Let’s start at $3.5m and work our way down a hypothetical cost breakdown.
First off, there’s the fees. Normally IGG + the transaction fees takes 10% of what you make, however lndivisible gets a slightly better deal at I believe 7%. So that’s about $105,000 already gone. Then you get to deal with taxes, let’s say at another 5% - a low estiamte. So there’s another $75,000 gone.
We’ve shaved off $180,000 and we haven’t even started development yet!
The game development cycle is about 2-3 years. So now you have to factor the cost of a living wage for 8 people who work in-house at the studio. Let’s say they’re each getting paid $40,000 a year, which for a big city like Los Angeles is modest living at best, arguably even being underpaid depending on the position. Then, consider the cost of each employee in terms of minimal benefits working at that salary will incur another $800 per month per employee. Add on to that office equipment/electricity/internet/rent/etc and all that you’re looking at the very least another $8,000/mo to keep the studio fully functioning. Over the course of 3 years that adds up to about $1,262,400 gone.
We’re now at $2,057,600.
That’s $2 million left to pay all your contractors - this includes dozens of animators (Skullgirls had around 70 and Indivisible will likely have around the same amount), background artists, a musician, voice actors and whatever else is needed for 3 years. They need more animators than anything in both clean-up and color departments. I know this because I worked on both Skullgirls and the Indivisible prototype. Lab Zero is constantly sending out this kind of work and they won’t stop for pretty much the entire development process of the game! The animations are short, but the incredible attention to detail means a lot of care must be given to every frame.
Factor in Murphy’s Law and Lab Zero will be fortunate to have anything left by the end! Making games is expensive, and what they’re asking for is an honest budget that will allow them to create the game and be able to survive while creating it. If you want to know more about this topic, have a listen to MikeZ talk about it on a Skullgirls stream.
Though this leads me to another point that I see often..
2. But i’ve seen other games made for less money!
The cost of a game’s development is proportional to the amount of work and number of people required to finish it within a realistic timetable. There are games today being made anywhere from a couple thousand dollars to tens of millions of dollars. All things considered, Indivisible falls somewhere in the middle of the road.
(Above: an animation I did for Indivisible - Zeibei fainting)
Hand-drawn animation is an iconic part of Lab Zero’s style, it is time consuming and requires a lot of skill and experience to create. For the amount of detail and complexity of animation required for a game like Skullgirls and Indivisible, many people are needed to help create it. All of these people need and deserve to be paid for their work.
Another thing to consider is that many crowdfunding projects undersell the true cost and over-promise features on their project pages. I don’t want to point fingers at specific projects, but i’m sure you have seen it before - a game with a ridiculously low goal for the scale of the game promised, complete with an ambiguous hype trailer dotted with concept art and not much more. The idea here is to present a perfect game with a lot left to the imagination and a seemingly feasible goal, with the hopes of smashing it quickly and presenting the “stretch goals” which will fund the true scale of the game. Some games also have the backing of a publisher and extra funds but will not outright say it. All of this is a deceptive marketing tactic to make the idea of pledging more palatable. And in the end, these practices can sometimes doom the projects after they are funded, resulting in an underdeveloped or sometimes even nonexistent product. These experiences have left a bad taste in people’s mouths.
What the Indivisible campaign is offering is the exact opposite of these kinds of misleading tactics. Presented to you is the full cost of the game, the name of the publisher, chart of the budget, and an actual proof of concept prototype of the game you can play yourself and be the judge oft. I think this is the kind of honesty in a game crowdfunding campaign that players deserve, where everything you need to know is on the table so you know your money will be well spent.
On top of this, the Skullgirls Indiegogo campaign delivered on everything that was funded, so Lab Zero already has credibility when it comes to crowdfunding.
3. I will just buy a copy of the game when it’s released!
Unfortunately, if the game isn’t funded, you won’t be able to do this! Please keep in mind that Indivisible’s Indiegogo page does not have Flexible Funding - which means that if the game doesn’t reach its goal, all the money is refunded.
505 Games, the publisher, also will not give the rest of the funds unless the goal is met - so it’s truly all or nothing!
4. I don’t think it’s going to make it!
To me, this is the same defeatist logic that you can try to apply to almost anything - the idea that you don’t make a difference. Yes, sometimes as humans we feel small and that our contributions to the things we care about aren’t felt. I think we often forget that when we are pushing towards something, we forget to look to our left and our right and see other people next to us doing the same thing, working together. Humanity is at its best when we remember this.
There are millions of 2D animation and RPG fans - only a fraction of them are needed to come together to make Indivisible happen. You might not feel like your donation alone is going to help make the goal, but what if everyone had that same attitude? Many incredible games that were funded by fans would not exist.
If it doesn’t make its goal, you have nothing to lose - your money would be refunded and that would be the end of it. But if it does, you helped breathe a little life in to a game, dozens of artists, animators, voice actors and musicians for the next few years - and you’ll be able to enjoy the fruits of that in the future. And that, to me, is the coolest part about crowdfunding - the fans being able to take part and closely follow the development of the game they helped to create.
Don’t focus on the numbers and the charts and statistics. Believe, and be a part of it!
Thanks for reading, and I hope this post has been insightful. A lot of this stuff is my opinion, and I might be a little biased, but I wanted to get this off my chest. And, for good measure, here’s one more link to the Indivisible campaign. 👌
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DONT LOSE YOUR WAYYYY
#spoopy#Halloween#doot doot#kill la kill#senketsu#weeaboo#pumpkin carving#first time ok#I'm so happy
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Mod swap in a nutshell.
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Posters made for the Team Fortress: Invasion Update (2015)
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This set off the fire sprinklers in the whole building complex
How do you deal with being an old virgin man? Do you feel lonely being ugly and old?
I know this is a troll question, but yes, I do feel ugly and old quite a bit. I think that comes from having low self esteem as well as poor body image issues stemming from going gray when I was 14 and being overweight all my life - poor body issues that, believe it or not, still continue to this very day. I combat that loneliness by being as friendly, positive, and creative as I can every day - and I’ve found that those three things really help boost my self confidence and sense of self worth. Did it make you feel less lonely to ask me this question?
As for being a virgin, it saddens me a great deal that whether or not you’ve fucked someone matters at all to anybody other than yourself; especially what it is supposed to say about your manhood. I was lucky enough to fall in with a good group of close friends early on in life who didn’t give a single shit about being a virgin or not, and I think that’s one of the greatest contributing factors in why I don’t buy into any of that macho garbage that is still so sadly prevalent in young male society today. I’d rather count up the number of women that I’ve respected and treated like queens than the number of women I’ve slept with - and I measure other men not by the notches on their bedpost, but by how kind they are and what sort of positive difference they make on the world around them. I don’t think I’m alone in feeling this way, it’s just that those of us who don’t buy into that “Bros 4 Eva” crap have less to prove in the arena of manhood so we aren’t as annoying aggressive or pathetically vocal about it.
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And so it begins. First Netflix, now Crunchy Roll. it was only a matter of time. The game is rapidly changing.
Source: http://www.animenewsnetwork.com/news/2015-10-22/crunchyroll-sumitomo-announce-partnership-to-create-company-to-co-produce-anime/.94495
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A recent cartoon for New Scientist.
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Instead of candy, give a scary book for Halloween this year!
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Spoopy

If you’re searching for something scary to get you into the Halloween spirit, it’s time to start listening to The Black Tapes Podcast. Framed as a Serial-esque series hosted by reporter Alex Reagan, it feels like what might happen if a perky NPR journalist decided to investigate the Blair Witch Project.
The Black Tapes Podcast was originally billed as a profile of paranormal investigator Richard Strand, a character partly inspired by the real-life skeptic James Randi. But things take a turn for the disturbing when Reagan discovers Strand’s file of unsolved cases, the so-called Black Tapes. Despite his best efforts, Strand hasn’t been able to find a scientific explanation for this unsettling collection of seemingly supernatural events.
As Reagan begins to investigate these cases herself, her interviews with witnesses and academic experts feel so realistic that some listeners fail to realize that the podcast is a work of fiction. In the vein of the icon of audio drama Orson Welles’ The War of the Worlds, the best kind of horror story is one that you can almost believe is true.
The podcast borrows much of its inspiration from “real” paranormal events and artifacts, from the urban legend Slender Man to medieval Satanic mythology. Some of these details will undoubtedly be familiar to horror fans, but the documentary format and creepy atmosphere are more than enough to make Black Tapes frighteningly addictive.
In an email interview, we spoke with creators Paul Bae and Terry Miles. In order keep the mystery alive, they never admit that The Black Tapes Podcast is anything less than real.
Read more.
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Fights are fun!
He-Man & She-Ra: A Christmas Special (1985)
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I'm the dead thanksgiving turkey, gimme all your gravy!
Is this a year old
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DOOT DOOT
HE PLAYS THE SONG OF OUR PEOPLE
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Duck army (unmute this now) [Youtube]
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The Legend of Korra seasons 1-4 was a master class of animation for a TV series in the last decade. Season 1 in particular showcased some of my absolute favorite moments, largely done by S1 Chief animator at Studio Mir, Choi In Seung.
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