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U-235 Studios No More

Company

Urgrund has confirmed that U-235 Studios is no more. The Melbourne startup was previously working on Retribution, a nextgen FPS'er title using the Reality Engine...

"Yep, we're finished. After 15months of solid (insane amount of late nights!) work and appearances at international games conferences (GDC in LA and GameConnect in France), we got no interest from anyone.

It's a real shame. I felt the studio had a lot of potential."

Submitted by anonymous (not verified) on Tue, 21/02/06 - 8:31 PM Permalink

  • 1. Makk - Tue, 21 Feb 2006 12:2:25Z
    Well that sucks :(
  • 2. Shams - Tue, 21 Feb 2006 15:41:35Z
    Yup, that is a pity - another small startup bites the dust. I think a lot more will follow (all around the world) in the next 12-15 months...

    - Mike

  • 3. CynicalFan - Tue, 21 Feb 2006 15:44:50Z
    I really don't see what the surprise is to be quite frank. Not to sound like a prick or try to kick someone when they are down or anything, but hey, not one of them had any industry experience... kind of speaks for itself.
  • 4. CynicalFan - Tue, 21 Feb 2006 15:53:50Z
    I think the next 12-15 months is definitely make or break for startups, but, I also think that for those that disappear, more will take their place made up of industry veterans as apposed to those that aren't but are passionate about game development.

    These startups comprised of veterans willing to make a go of it, will most likely arise as established developers close their doors due to next-gen being unable to compete for resources - funding and talent.

    I think the startups will succeed where the studios have failed because they have initially smaller resource requirements and willing to be more progressive with their development efforts - not just aim for the fee-for-service middle or be willing to settle for it.

    It should all balance out in the end.

  • 5. Souri - Wed, 22 Feb 2006 11:43:32Z
    I think the team at U-235 Studios should be applauded for having a serious go. Industry growth can't just depend on established studios expanding, so the efforts of independant developers should be considered an important one for the industry. I hope everyone that worked on Retribution can take away something from the experience, and at the very least developed on and honed their skills while working on the project.

    I sitll think independant studios really have to think smarter and shouldn't compete head on with much larger studios that have deeper pockets with games in a very competitive genres like the FPS one. There's nothing wrong with aiming high, but it's a tough road to even get noticed, I'm sure.

    (Of course, an exception would be Project Offset with their MMO game, but those guys are pretty experienced and have some *incredible* talent to boot).

  • 6. CynicalFan - Wed, 22 Feb 2006 14:54:45Z
    I have to agree with you Souri, even though on the surface with my other posts it probably doesn't look that way. I think there is room for inexperienced startups, but as you said, why try and compete head on with the big boys for? All the available literature on it states that if you try and establish a studio with no game development experience and expect to release a title on a console platform, you are simply going to fail.

    I think they would be far better off starting small, with small budgets but with a high quality outlook - think indie film development, low budgets but still high production values. They should be thinking about becoming or starting off as indies, working on low-budget original titles to be marketed and distributed via the internet. Instead of immediately aiming for next-gen releases when they just don't have the experience.

    With a successful indie effort or two under your belt, you should have the credibility, experience and funds to attempt something like a next-gen title - instead of biting off more than you can chew. Or you may find that it is more of a fit for you, and that the indie / PC space might just take off over the next couple of years - or get far less risky in the way of marketing your title to the masses. Regardless, you will find that you will actually finish a title and release it, and even if it is not successful, at the end of the day you have a credit to your name, you might even have a credit of a critically acclaimed (well-known) indie - and you would have spent far less doing it.

    I believe that is what Gridwerx are now doing, putting their RPG shooter on hold so as to do smaller budget titles for internet release - a far smarter approach for an inexperience team, but also a smart approach for an experience one as well.

  • 7. unit - Thu, 23 Feb 2006 11:58:16Z
    Slightly off topic but in response to CF's post. #6 Imaginary Numbers intrigues me. They seem to fit the bill of a small studio, with a small bufget producing a uniquely targetted, high-quality original and quite unique IP (Tactica Online).

    They appear to have a realistic appreciation that their title will be a niche one but that if executed well, it should garner sufficient interest to make a profit, and just as importantly, make IM more attractive for publisher/investor investment for a more ambitious project later on.

    Call it instinct or a hunch, but they seem to fit your model CF.

  • 8. Gridwerx MD - Thu, 23 Feb 2006 16:27:6Z
    Hi CynicalFan,

    I agree with you. It's funny, you read all the research that says "start small, limit scope, do things within your funding constraints", then you get a rush of blood to the head and think, "heck no, we're different, we're special - people will sit up and take notice if we build an awesome demo" - but I think the best advice I can give to indie start-ups is as follows:

    - A publisher will not walk up and give you a bucket of money without a track record -

    So if your goals are to get a team together to showcase your skills to get jobs in the industry, go for it. But if your goals are to create a commercially viable venture, then you should follow some fundamental entrepreneurial investment rules:
    1. Build for cashflow - once you have cashflow, you can feed yourself.
    2. Work within your capital (funding) limits. Unless you have a rich relative that died and bequeathed you $5-10M, no white knight is sitting there waiting to kick in the rest. That really limits your development options.

    Of course, going down the casual gaming path is a risk too - a lower barrier to entry means every man and his dog can enter the market and build something. Then it comes down to quality - how well you build your game and how good your fundamental addictive gameplay is. Tetris is horribly addictive for such a small game size.

    What I tend to find though, particularly from students of game development, is that casual gaming just isn't cool. It's not cutting edge, it has none of the glamour (sic) of doing nice character models and animations, cool effects, groovy AI and immersive worlds. And I understand that. I really do.

    But sooner or later you have to make a choice between building a showreel to get into the industry with a bunch of mates and trying to establish a commercially viable indie games development company (for those without dead rich uncles leaving them the farm).

  • 9. Gridwerx MD - Thu, 23 Feb 2006 16:30:18Z
    PS: My condolences to the U-235 crew - I was impressed with what you guys were doing!
  • 10. crazy guy - Sun, 4 Jun 2006 10:41:1Z
    Too bad Retribution looked like a good game.
  • 11. Grover - Sun, 11 Jun 2006 11:1:16Z
    Bugger. Another bites the dust. Its a pity that alot of these startups cant somehow get and share resources, contacts and marketing strategies. I feel there is a real opportunity of collaborative works to really work well for startups. The task of trying to tackle large projects is simply too big to be done by a small team, so why not share the load? Or better still aim a little lower (as other have mentioned). Handheld gaming is probably a much better starting point for most... and work your way up from there. Although, the industry is going through quite a change at the moment, so there no golden arrow of success, and most of the time (some 80 percent plus) or startups will fail simply due to the previously mentioned issues (resources, contacts and marketing).