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Friday the 13th pc game cover art
Friday the 13th pc game cover art




friday the 13th pc game cover art

Today, they have meetings where they ask the entire team: 'Does our game stream well?'" "Five years ago publishers would be frantically hiring mock reviewers to try to get a good estimate of what their Metacritic score would be. However, we have reinvested that profit directly back into F13 in the form of new content (maps, characters, etc) and our ongoing server costs." As for being profitable, we were in the black quickly. Keltner won't share the exact budget, but he notes, "The total we spent creating this game, would only cover half the animation budget for AAA games. But again, we weren't ready for the tidal wave of players." We did a PC beta, and gleaned a lot of great data from that. With our small budget, we couldn't afford a large scale QA effort. The entire team slept at their desks trying to keep up with demand. 100,000 players hit us in the first 20 minutes, and our servers melted. That's how we set up our servers and database for launch. "We looked at our player numbers from the beta, along with pre-orders and then added a 30% cushion. We will be the first to admit that we weren't ready for the huge influx of players that hit us day one. Gun Media boss and Friday the 13th co-creator Wes Keltner tells me, "This entire project has been a huge learning experience for both Gun and Illfonic. Now Gun has revealed to that within two months the game has managed to sell over 1.8 million units. To make matters worse, the small team's inexperience led to some pretty horrid technical woes that could have sunken the ship outright. What doesn't kill you makes you stronger, right? That's probably pretty apt for Gun Media and developer Illfonic, who've been through the ringer on horror title Friday the 13th (F13), which started its life as an homage to the genre, called Summer Camp.Įven with the F13 IP rights, many doubted that the project could succeed.






Friday the 13th pc game cover art