3333 S. 900 E., Suite #220, Millcreek, Utah 84106 • info@classEgames.com
4 p.m. to 10 p.m.
School is about to start again and that means the crazy twenty hour days at CLASSEGAMES will have to end. Starting August 9th, 2019 we wil have official hours! Most weekdays (Monday, Wednesday, Thursday, and Friday) we will be open from 4 p.m. to 10 p.m. Saturday we will open at Noon and go until 10 p.m. Tuesday we are closed so I can be a good teacher, and Sunday we are closed so I can be a good Christian, husband, and father.
Lots of things are happening right now at CLASSEGAMES! You probably noticed our redesigned website. Like CLASSEGAMES it is streamlined and focused on the goal. And that goal is to make great games! We have invested heavily in new hardware capabilities to support our push into the VR space. Our first VR game GEM JAM is only weeks away from release. On top of that, AEOLUS - GOD OF WINDS, ZOMBIE ALLEY DUMPSTER DEFENSE, DOCTOR CUREALL AND THE ZOMBIE APOCALYPSE, and BEST OF THE NET JIGSAW are all nearing completion.
We have made some new friends over the summer. We have almost 200 awesome artists lined up for our weekly featured artist puzzles in BEST OF THE NET JIGSAW. Several new artists have began their journey with us, our new programmers are getting up to speed, and our veteran programmers just keep getting better and better. Our Developer Workshop on Wenesday night is still going strong and we have had several new students start over the summer.
FIGHT WITH FRIENDS is approved for AirConsole. It should be releasing any day now! The character models and unit buildings for ANNOYING ORCS! STUPID HUMANS! are nearly complete, so we will be moving into the prototype stage for that one shortly. We have been discussing a possible novelization of our game DUNGEON GREED with a well known fantasy author, and the ground work and design documents for our One and Done game THE UGLY CHRISTMAS SWEATER GAME are well under way. One and Done games are our replacement for the Ludum Dare challenges we have done in the past. Instead of taking only 72 hours to prototype a game, in the future we will create solid commercial releases in one month's time. The game will be fully designed and have a robust game manager ready before the design is released. All of the assets that need created and coding tasks will be well defined and have a set ownership value associated with their completion. No more crazy all-nighters. We do better work when we start with a plan and work reasonable hours. The One and Done projects are a great way to get a start with CLASSEGAMES. Work when and where your able, and in whatever role your capable of. Even complete beginners can do play testing! 30 days and you will have a finished commercial game released on Steam and in your portfolio. You need to come and check it out! THE UGLY CHRISTMAS SWEATER GAME project will be launching in the beginning of October 2019. If you are interested, you should click the button below to sign up.
CLASSEGAMES is a new and unique kind of game studio. Other than the owner, Paul McCarl, we don't have any employees. Instead, our games are made by groups of like-minded programmers and artists who share the risk and share any profits. It is a great way for new game developers to get some experience and build a portfolio, all while becoming part owner of a commercial product!
The agreement we use to work together is simple. For each game there is a primary developer, partner developers, and apprentice developers. Each of these roles is different, so we should probably define each role.
The primary developer is the owner of the game. The primary concept and design of the product is their creation, and they foot the bill for assets needed during production, publishing costs, and promotional expenses. Typically the primary developer will create a majority of the product themselves, and they have the ultimate say in what parts they are willing to outsource to partner developers. They will be the financial entity to recieve the income from any sales, and they will be responsible for paying royalties to all partner developers monthly and to apprentice developers quarterly. As the publisher of the game, the financial risk and any liability lies with them alone.
Partner developers are individuals with the skill and expertise to contribute in a significant way to the development of the product. The primary developer will contract with them for the creation of some portion of the game. Both parties will agree to a timeline for the creation of that portion and a value in ownership percentage that will be earned upon completion. Partner developers are responsible for maintaining the portion of the game they contracted to complete for the life cycle of the game. If they are unable to complete it in the time alloted, the primary developer can cancel the contract or grant a time extension at their discretion. If the contract is cancelled, the hours invested by the partner developer will be entered as apprentice hours and will earn a share of revenue with the other apprentice developers. Partner developers do not contribute financially to the costs of development, but as a partner they are responsible for paying $10 per month during their involvement with the game to cover the costs of their inclusion in Unity collaborative and storage services. If they are finished with their portion, they can drop this fee when they are inactive and restart it only when necessary.
For instance, lets say that Partner Developer A completed the track editor for a racing game under a contract valued at 10% ownership and Partner Developer B completed the network multiplayer engine for the same racing game under a contract valued at 25% ownership. In a particular month, the net profits generated from the game amounted to $1,000. Partner Developer A would recieve $100 that month, and Partner Developer B would recieve $250 that month. If the monthly revenue was ten times larger, then the revenue paid to these partners would also increase ten-fold; however, if the revenue was only $10, then their payouts would be only $1 and $2.50. (It is important to remember that many really awesome indie games have been commercial flops!)
An apprentice developer is an individual who wants to learn how to make video games, but may not be ready to take on creating an entire sub-system of the game by themselves. Apprentices will be given opportunities to work in various ways to assist the primary and partner developers. Apprentices will keep track of the time spent on the project and will earn a share of the revenue based on the hours they and other apprentices put in during the development cycle. As part of this cooperative development method, 10% of the profits from the product are set aside for the apprentice developers who work on the game. Because each apprentice may have varying skills and abilities, the time they spent working on the game will be the measure of their contribution. An apprentice developer's revenue share will be determined by the hours they put into the project versus the total hours put in by all apprentice developers involved. Apprentice developers are responsible for paying $10 per month during their involvement with the game to cover the costs of their inclusion in Unity collaborative and storage services. If they are finished with their portion, they can drop this fee when they are inactive and restart it only when necessary. Additionally, if they enroll in one of our evening tutoring sessions for $30 per month, their tutoring fee covers access to work on any project as an apprentice developer. (See our Apprentice page for more details.)
For instance, lets say that Apprentice Developer A worked on our racing game a total of 10 hours and all of the apprentice developers together worked for a total of 100 combined hours. In a particular quarter, the net profits generated from the game amounted to $1,000. The total payout due to all apprentice developers would be $100, and apprentice Developer A would recieve $10 that quarter. If the quarterly revenue was ten times larger, then the revenue paid to the apprentices would also increase ten-fold; however, if the revenue was only $10 for the quarter, then the apprentices' total payouts would be only $1 and Apprentice Developer A would only get a dime! (It is important to remember that many really awesome indie games have been commercial flops!)
CLASSEGAMES is all about giving back to the commuinty. If you are in school and are looking for an opportunity to intern with a working game studio, we have got you covered!
Our intern program is open to anyone who is currently enrolled in a college, university, or bootcamp with a requirement for intern hours. We will work with you to arrange a schedule that fits your program's requirements and also works with your social schedule. One advantage to interning with our company is that we are open in the afternoons, evenings, and on Saturday, which tends to work better for most college students. What's more, we include all of our interns in the cooperative development agreements for the projects they work on, but we pay your fees for participating. That means you earn ownership share as an apprentice developer, at a minimum, and if you can measure up to the demands of being a partner developer, you could secure a hefty piece of a commercial product while you earn the intern hours you need to graduate.
If you would like more information about the cooperative development aspect of working with us, you should click on "Join the Team" above for more information.
If working with CLASSEGAMES sounds right for your intern experience, please fill out our form below.
CLASSEGAMES wants to help anyone who has the desire and motivation to make games learn the skills they need to succeed! So we offer tutoring sessions for our apprentice developers several times each week at a price that everyone should be able to afford!
The tutoring sessions we offer give you a chance to come and work on any tutorials you want to try with a helpful tutor standing by. In fact, our tutor is none other than the owner of CLASSEGAMES, Paul McCarl himself. He has 40 years of programming experience, 23 years of 3D art experience, 5 years of experience with developing in Unity 3D, and 4 years of solving problems in game development for hundreds of high school students every day. Tutorials become much simpler when you can ask a question as soon as you get stuck and find an answer right away. It eliminates frustrations and makes the whole process of learning more enjoyable!
We have a variety of tutorials we offer in programming, 3D art, 2D art, and game development. However, you are not limited to our choices. We can help you with whatever you want to learn. Tackle Unity's tutorials, learn Blender or Sculptris, or even bring in your own game that you are making and get advice and help from an expert. Our tutoring sessions are all about helping you accomplish your dreams!
We now offer tutoring sessions on an ongoing basis. The sessions are two hours long, and we limit the number of students to 12 per session. The form will indicate which sessions have openings, but you may choose a session without openings to be placed on a waiting list for that session and we will contact you as soon as an opening is available.
The fee for the tutoring sessions is $30 for 4 sessions, charged monthly. If there is an extra day in a month the fee will be increased by $7.50 for that month, or you can opt to skip one session that month. If we need to cancel a session in a month, the fee will be reduced by $7.50 for each session cancelled. Likewise, if you sign up mid-month, we will only charge you for the remaining sessions during that month.
Unfortunately, we are unable to offer refunds for sessions you miss; however, we will reduce the fee for the upcoming month by the value of any sessions you were unable to attend.
Signing up for a tutoring session also qualifies you to participate as an apprentice developer on any of our products we are making (a $10 value).
If you would like more information about the cooperative development aspect of working with us, you should check out our Partner Developer page.
If getting some tutoring from CLASSEGAMES sounds right for you, please fill out our form below.
A whole new twist on the match three genre that combines falling patterns of gems that you must fit into an ever shinking treasure chest! Releasing on Oculus for Rift and Go in August 2019. A Steam release for both VR headsets and standard PC's will be released Fall 2019. Mobile versions targeted for Christmas 2019.
You always claimed you would survive the zombie apocalypse. Now it has happened! Time to stop talking trash and start throwing some! Releasing Fall 2019 for Oculus Rift, Quest, and Go.
Your long forgotten temple has become the newest hangout for base jumping daredevils. Can you use the winds you control to keep these crazy adrenaline junkies safe? If not, you will end up all alone again! Releasing Fall 2019 for Oculus Rift, Quest, and Go.
This awesome jigsaw features some of the best images from around the Internet.
All she wants is gold, and she is willing to take any risk to get it. Well... She is willing to pay YOU to take the risks! It is just another day, another dollar for the poor, unemployed dungeon crawlers of the world!
Serious poker has gone to the dogs. A multiplayer, social VR experience for Oculus Go, Oculus Rift, and Oculus Quest.
It's humans versus zombies in this tile flipping strategy game. A multiplayer, social VR experience for Oculus Go, Oculus Rift, and Oculus Quest.
Defend your base against the onslaughts launched by five other competing players. Deploy infantry and tanks to attack your opponents and use engineers to build towers to defend them as they sally forth. The twist is that your towers only fire when you take one over in first person mode. A multiplayer, social VR experience for Oculus Go, Oculus Rift, and Oculus Quest.
This fast-paced, arcade racer is a modern take on a retro sensation. We have taken inspiration from the racing games we loved in the past, mixed it together with online competition for up to 16 players, and best of all made it free to play for everyone! And the track designer lets you create tracks to share online to increase your reputation and earn you more in-game currency to spend.
This is the ultimate baby doll simulator for your phone, tablet, or computer! It was designed by the foremost expert on playing with baby dolls, my daughter. Turn your phone into a digital daycare center and build a thriving business while having loads of fun! Includes a full avatar system with both male and female options, dozens of babies to collect, puppies, kittens, toys, and more!
You are one of Santa's elves checking out who's been naughty and nice around town, but you fell asleep and missed your ride home. Now your only hope is to make it to the mall and catch a ride home with Old Saint Nick. To make things worse you are almost out of christmas magic and can't turn invisible. That's ok, nobody will notice an elf hiding in an ugly christmas sweater!
So you fell in love with a centaur... What daddy doesn't know won't hurt him, right? Turns out your father, Posiedon, knows all about it, and now every fish in the sea is out to stop you from being with your one true love. Escape the whale, go on a fish slapping rampage, and find the potion that will make you a centaur, too! True love cannot be stopped!
Born out of a Lubum Dare entry, this is a loving parody tribute to the great games of yesteryear. Save the world all over again by completing levels that are oddly reminiscent of some of the great games of the past!
Search the city for lost kittens and return them to their loving owners who miss them, all while avoiding the evil dog catcher!
Tower Defense... Easy! Tower Defense combined with a rhythm sequence game... Challenging! Another game inspired by one of our previous Ludum Dare games.
It is you against the mountain in a race for the world record time! Ski For Glory features courses from "ski bunny"-safe hills to triple black diamond death traps! It even has a slope designer that allows you to create your own ski resorts and host competitions to earn in-game Ski Bucks. It is free to play, so the only question is do you have what it takes to be the world's greatest skier?
Which animal says "Moo?" Nope, the chicken says "Cluck, cluck!" Learn you farm animals in a fun phone app meant to keep your little ones happy! My daughter Annie loved it, maybe your kids will love it, too!
Can you enter the volcano and escape with the gold? Probably not!
Learn about the Latter-Day prophets in this entertaining trivia challenge featuring events from their lives and teachings they were known for.
This is our first AAA title! The design has been refined for nearly twenty years and now the technology has reached a point where this genre defining game can be made. We are targeting a release date in 2022. This one is super secret. Sh-h-h! Don't tell anyone!
And a whole lot more are in the works...
If you would like more information about working with us to make great games, please fill out our Google form by clicking the sign up button below.