self  portrait

Video Game Concepts

Dome Defender

Work In Progress.

Centipede Level Proof of Concept

After Clicking Start and the Game is Done Loading, Quickly Click Game Screen or Right Click Game Screen To Go Full Screen, Shoot with Space bar, and Move with Arrow Keys Before you are Shot!

You will need to have the free Unity Web Player from to play this game.

Disarm the Spiders



Above is the idea for the centipede level that is being incorporated into this game I am developing called Dome Defender. Though in the beginning stages I find the challenge of hunting down and disarming the hidden spiders interesting and thought it could inspire.

After clicking onto the game screen once the space bar will shoot, arrow keys will move, climb, and fly backwards before being shot around by the first spider. Right mouse clicking on the game screen allows the player an option to go full screen. To end your hunt just close full screen by pressing Esc, then click "Restart", go to another page, or x out.

It is possible to shoot the guns off all of the dug in spiders. I hope you enjoy this roughed out level. As the project continues piece by piece I may update. Over time video games, CGI videos, and toys will be made from these beginnings.

Beware, if you get into range and the spiders pin you in a kill box it is hard to get out. And the deeper lava can get you as well. I suggest quickly shooting that first spider then taking the high ground to see where the rest are.

My thanks to Jason Welsh and the Tornado Twins for providing tutorials.

Thank you,

Troy Metheringham


Dome Defender

Troy Leigh Metheringham

Owner Operator of Artistic Deeds

December 3, 2009/January 12, 2012

To: Venture Capitalist

Subject: Procuring Investors


This presentation is to inform those interested in earning money investing in making video-games, computer generated imagery (CGI), and/or toys. I intend to present how money is made by those that invest in these types of projects. Possibly making millions of dollars to share, by a percentage of net profit, with the ones that help make the dream a reality.


Anything you can imagine and properly describe, I can show you. This ability needed to be focused, so I looked around to see what forms of art are profitable. I have decided to aim my abilities toward a three pronged approach involving video games, CGI movies, and toys. I choose branching off from a storyline I have already began working on. An idea I call “Out There”. Designing the video-game characters and modeling them in 3D, allows characters to be reused in other projects, such as video and toys. I will arrange the steps from “sketches, storyline, concept art for characters & locations, 3D models, and assign” action, with “programming and scripts”, to the models so they behave as needed. ( )

The video-game I am working on is planned to precede the shows and toys. Either working for a large production company or putting the project together piece-by-piece while I freelance. I plan to use higher detailed (greater poly count) models for an animation/video to advertize the game. Toys can also be made from these 3D models. 3D models can be “saved as .STL” files used in the injection molding process for the production of toys. (Welsh)

My practice in traditional and 3Dementional art has grown, from a freelance artist 17 years ago doing business as Artistic Deeds, onto today's opportunities in the 3D Modeling and Animation field. I have confidence in the abilities I practice, and work towards making the dream a reality.

Cost>Movie production costs compared: Cost per second posted this graph 7 months ago. The numbers surprised me in a hopeful way. I remember watching Shrek 2 and being impressed to see the amount of detail. Shrek 2 cost $13,440 per second to make, and made $164,845 per second. Titanic came in second costing $17,094 per second and raked in $158,018 per second. The CGI movie has numbers that “speak for themselves”. The chart comforts doubts about what I am investing my resources in. That kind of money making potential from using tools I am learning, motivates me.

It takes money to make money. Some information on how much, and what will be needed was found at URL listing things I will “need to make the game”. Having a computer that can handle the processing demands of the job inspired the purchase of a Macbook Pro. The refurbished laptop cost a little under $1500.00 from the Apple Online Store. The price of the software I will have to purchase, such as Maya, costs around $5000. A 3D modeling software named Zbrush, costing approximately $600.00 is great for detail and symmetry. There is free 3D modeling software called Blender, that is downloaded from I plan on buying Zbrush with student loans. Another $1000 will be spent on a “2D graphics package” like Adobe's latest. The Unity Gaming Engine, that runs wii, I-pod, and Playstation is free. A 500 gig external hard-drive to store it on will cost around $200.00. To sum up cost:

  • Laptop-$1500.00

  • Maya-$5000.00

  • Adobe graphics package-$1000.00

  • Zbrush-$600.00

  • External Hard-drive-$200.00

  • Gaming Engine-$4000.00

This $8700.00 estimate doesn't include the living expenses while the masterpiece is being completed. And with all this hard and software I will then have to:

  • Draw

  • Model

  • Texture

  • Animate

  • Code (game engine)

The research from says that a good staff “can get your tasks done in 3 hours, but charge $5000.” And what the article has to say about “those who are still learning can get the task done for $150 but it will take them 3 weeks.” I can do this work where-ever I set up the lap-top. And if I do work with others I will need to have them sign a non-discloser agreement. The non-discloser agreement is to protect my idea from being stolen.

The necessary chain of events to bring my plans to reality, can be achieved one step at a time. I begin my project with a solid foundation of schooling and research. I then take Josh Scorcher from Graph Jam Builder advise and have my first video-game be a first person shooter, movie game, on the Wii, having a dark, buff main character with innovative gameplay.


A “step-by-step” was found at http://www.stormthe on the web. This generalized process brakes the creative process of making a video-game down step-by-step:

  1. Concept

  2. Drawings on Paper

  3. Use software package to build a wire of world- terrain, landscape, trees, houses ect.

  4. Use graphics software to create textures and apply them to the wireframe world

  5. Use 3D modeling software to create objects

  6. Import models into the world that was built

  7. Assign, with programming and scripts, behaviors to the models

  8. Market the game and make millions!

Getting the game to the customer can be accomplished alone. Funding from a publisher may cut into profits, but can get the job done much faster. The right publisher could make far more money with the project then trying it alone.

Self Promotion

I interviewed Jason Welsh , 3D modeling and animation teacher, about the steps that will best promote my talents. Jason's advise was to promote myself on the internet's free sites with links back to the product; “selling the code”. Each time someone is linked back to the product, the page rank increases placing the site higher on the Google search listing. For advertising purposes “Google equals money”.(Welsh)

Concept Document

Getting the “idea approved or even seen by a publisher you must provide a detailed concept document.” The “document will act as a proposal in order to get your project the necessary tools and funding from a publisher such as Captom, Eidoes, Rockstar, or whatever publisher you choose.”(

The following will be needed in a game concept document:

  • Title

  • Number of Players

  • Game Description

  • Genre

  • Platforms

  • Uniqueness

  • Expected ship date

  • Expected Rating & Target Audience

  • Cost & Completion Date

  • Development Team

  • Competitive Comparison

  • Non-Playable Demo

  • Playable Demo

In the>How-to-Write-A-Video-Game-Concept article Lindsay Grace suggests not including the following elements in the concept statement:

  • Game platform

  • Game rating

  • Controls

  • Programming details

  • Marketing

Lindsay Grace states; “The goal of this writing is to give the sense for the game. It should answer these basic questions:

  • What is the goal of the game?

  • How is the goal of the game accomplished?

  • What are the challenges of the game?

  • Where does the game take place?


Michigan approved tax credits for Stardock and nine other businesses. Stardock Systems, a PC publisher whose games made several best-of lists in 2008, will invest $900,000 to expand in Plymouth Michigan. Reactor Zero is in Ann Arbor. Epicenter Studios plans to open a new Detroit-area studio and hire 20 gamers, Sven Gutfson with Michigan Job Search typed for October 21, 2009. On February 4, 2009 Stardock Corporation announced the new studio will create 50 jobs. (

Game industry jobs are sometimes posted on Even better are game-industry sites Gamasutra or Other places to look for work are the game studio sites. Other states such as California offer jobs in this field, but I like Michigan.

Money Distribution

According to Adam Creighton with Computer and Video Gaming, who quotes Dave Thomas (“The Crispy Gamer”) by writing about how “the $60 game” as he states is “an arbitrary price point”. He argues “it should go down to $50 (for consumer and economical reasons)”. Adding that “newly released games routinely being available on console costing $10-20 less on the PC side.”

The graph uses Dave Thomas's “numbers for who gets what pieces of the retail pie", Dave (citing Jesse Divnich over at Electronic Entertainment Design and Research) argues $12 goes to “Retailer”, $5 goes to “Marketing”, $10 to “Cost of Goods”, and $33 goes to the “Publisher”. A brief description of each cost:

  • Retailer: Where you buy the game.

  • Marketing: Discounts, game returns, and retail cross marketing.

  • Cost of Goods: Anything related to getting the goods sold.

  • Publisher: It is generally accepted that most publishers receive $30 to $35 per game sold before they run into overhead, development and marketing costs.


The basics, according to>Getting a Job in the Gaming Industry states; “You're going to be submitting work samples, and if all goes well, interviewing.” The article goes on to ad “The good news is that most studios will cover at least most of your relocation expenses if you're getting a job offer. The article informed me that “artists who can” do concept art and model in 3D like I do, have an advantage.

The skills that you need to be an effective artist in this field include:

  • Solid basic art skills (drawing, illustrating, ect.)

  • Understanding of technical lanquage/requirements for game development

  • Exceptional art skills in one or more sub-discipline

  • Ability to make deadlines

  • Ability to prioritize tasks

This source states that when the choice is being made to hire “it's the one who can squeeze great-looking work out of minimal resources consistently, efficiently, and without breaking the game engine” will get the work.


The general application process:

  • Submit a resume, cover letter, and portfolio

  • Phone interview

  • In-person interviewed

  • They'll make an offer

  • Make sure you know their games (


Important decisions as to what to invest your money in, require research. I have presented the process to show where the money is spent, and how the money can be made. People are making money with 3D Modeling and Animation, and we can to. This information is to inspire further inquiry into investing. Please extend this offer to invest to the interested. If there are any questions about how to invest in this opportunity call, (517) 240-0396.


Troy Leigh Metheringham