"The project budget is close to 10 million dollars," said Alexey Doroshev from Yeeters Team about Bullet Yeeters
In June, a multiplayer third-person shooter Bullet Yeeters will be released on Steam. App2Top conducted a short interview with Alexey Doroshev, co-founder of Yeeters Team, to discuss how much the game cost the team and why Concord failed.
Alexander Semenov, App2Top: Hi there! I'd like to start with a provocative question. How much did the game cost to make?
Alexey Doroshev
Alexey Doroshev, co-founder of Yeeters Team: The project budget is close to $10 million.
Would you say this is an average budget for an AA multiplayer shooter?
Alexey: It's hard to say. If someone else has more, that's great.
In your opinion: is this a lot or a little?
Alexey: It's enough. Bullet Yeeters has no third-party content; everything was created from scratch for the game—characters, animations, and assets.
Even the VFX is your own?
Alexey: Even that.
Why? Using third-party libraries is a common practice these days.
Alexey: For us, it's important not to skimp on quality. Players immediately notice when you use various libraries.
Plus, stylized graphics require special attention, and all the content for it needs to look cohesive.
Is it worth it? It's both time and money.
Alexey: Oh yes, for example, we completely redid the jetpack jumping mechanics about five times until it felt right.
This is the way.
Before the announcement of Bullet Yeeters, we hadn't heard anything about Yeeters Team. Tell us about it.
Alexey: Yeeters Team is a small independent studio with an experienced international team. There are only 30 of us. Bullet Yeeters is the first game we are releasing together.
What games have your team members worked on before?
Alexey: Our team has worked on major games for Steam, as well as on MMO projects.
Where is the studio located?
Alexey: The studio's headquarters are in Dubai, and our publisher is in America. Many of the team members work remotely from different parts of the world.
Bullet Yeeters is a multiplayer PvP game. Not the easiest genre. Why did you decide to start with what might be considered a 'star task' as your debut project?
Alexey: The reason is simple: many of our employees have previously worked with dynamic third-person shooters. So, I wouldn't say this was a 'star task' for us.
Additionally, we wanted to create an original session-based shooter with many interactions and constant firefights. We wanted something new, not just another 'guys in camouflage.'
When you say original, do you mean the setting like toy soldiers on mom's kitchen counter?
Alexey: That too, but not only that.
We also wanted players to be able to use the entire map space, not just run and jump where the game designer allowed through ziplines or jump pads.
Did you spend a long time prototyping?
Alexey: About four years ago, we started making various shooter prototypes but didn't launch them into development. We were constantly dissatisfied with something. Three years ago, a simple prototype of Bullet Yeeters appeared, and we thought we could make a great game in three months. And... in three years, we did it.
Yes, yes, the classic story. But three years is not a very long time. What content are you bringing to the release?
Alexey: The game features 15 unique characters at launch and another 15 already prepared to be added post-release. Each has their own ultimate.
The arsenal includes about 60 types of weapons, from pistols to sniper rifles, all upgradable. There are also crazy super-guns, such as a frog that catches enemies in the air and pulls them with its tongue.
The game offers a variety of modes, from classic ones like Deathmatch and Domination to new ones, including "Gold Rush."
There's a trend of PvP games failing in the market. For example, Concord is still remembered. What do you think is the problem with such titles?
Alexey: The main problem in the industry today is the fear of earning too little. This leads to a desire to play it safe, copy the success of previous hits, and fit into trendy themes. As a result, players get a game they’ve played before, just in a different skin.
Aren't you afraid of hitting the same pitfalls?
Alexey: With Bullet Yeeters, we took a different route: we created everything from scratch, so players could fully immerse themselves in the dynamics, unleash energy, and simply enjoy the shooting.
Good luck with the release!