I can't speak to mobile at all, which is what that article focused on, but speaking from my own experience on PC and console, the 100k year is certainly doable..and like Ambershee says, it's not very much ....especially after the stores take their percentages and any licenses take their cuts ...especially when divided…
The Guardian - Can a mobile game be 'five times bigger' as an eSport than League of Legends? http://www.theguardian.com/technology/2015/may/07/vainglory-esports-mobile-games-league-of-legends [ame] https://www.youtube.com/watch?v=eDITLpvpFlk[/ame]
When I say platform I mean, is it PC? is it Mobile? Is it Wii? What's your platform. If it's PC i would go for number 4, since you can rotate each one for different angles, and it's not so expensive. If it's mobile, 6.
High end games on consoles are bound to be replaced with high end games on the mobile devices, especially with each generation of mobiles becoming increasingly powerful; but having low spec workflow knowledge is never a bad thing. Just my 0.02$ ofcourse.
Gameloft and other mobile developers still use pretty much 100% hand painted textures. Right now afaik if you want a safe(ish) hand painted job, mobile/iphone is the way to go for at least the next few years.
We are looking for skinners for the Half Life 2 mod battletech mobile infantry (http://battletechmi.com/). If you have any experience with skinning please contact the admin at <admin@battletechmi.com> A great group of people to work with so I highly recommend it. Magyareagle (modeler for battletech mobile infantry)
Just fyi, on my phone your site turns up as a blank tumblr blog. You might want to look into breaking the automatic mobile redirection, or seeing if you can replace the redirect with your own mobile code. Not a good look.
I authored the post, and yes, most of these techniques were actually developed working on a mobile VR game. After mobile VR, we assumed regular VR would be easier - but we ran into just as many performance issues, just in different ways.
cool! Im really curious about using this on unity3D on ios mobile devices, I have read that you have to keep your substances relatively simple on mobile and it has to recalculate the materials on every frame is that true? surely that kills performance a bit?
I wouldn't really classify Zynga as mobile - they're success has always been closely tied to Facebook. They've been buying up mobile studios and trying to branch out but I don't think they really know how to succeed in that space.