Sorry in advance if this is a bit of a weird, abstract topic, I’m trying to get my thoughts in order as best I can. I’m not trying to make any solid plans yet, but I’m a bit overwhelmed on where to even begin when it comes to building a gamedev team. I have the project ideas, I can make the art and assets (could stand to improve of course, but I have the basics) and I’m sitting on a bit of money, but there are certain aspects of game design I already know I would need to bring in others for, like programming and sound design. My question, I guess, is how does one go about pitching a game idea in a way that both interests potential team members and also clearly explains what I’m trying to do and what I need help with? Obviously it’s more than just “hey guys check out my sooper awesome idea I just need someone to make the whole game for me lol” and I want to avoid that, but what’s the best way to go about things? Should I have a fully fleshed-out design doc before I even consider recruiting people? What appeals to someone scoping out a potential project to join?
I’m of course willing to compensate people financially, it only seems fair, though even there I’m not sure of the best way to go about things. I’ve been in game design as a follower/junior, but never as a team leader, and I think I’m afraid of mismanaging things and just ending up wasting everyone’s time.
Any artists or leaders out there who have managed to make the leap–got any advice to share?
Well, let’s start with the question you need to ask yourself: if that’s not all you’re contributing, than what are you contributing? Because you sure haven’t told us. You haven’t told us much other than that you’ve been in a junior role in design, but what about that inspires confidence that you could lead a team. Why should anyone listen to you?
Answer those questions and you can probably find a path forward.
you might be best off trying to get a demo ready before you think about a team. you could hire short term contractors for help on the stuff you can’t do yourself. i’ve have excellent luck hiring people on fiver for short jobs.of course much depends on how well you can describe what you want as much as the persons skill.
once you have something worthwhile to show off you may be better able to generate interest. if you cant get any actual gameplay done you could do a mockup animation that looks like gameplay, just to showcase your art and vision. then people who have actual skill and experience in other departments will know that your project actually has some legs.
I would be doing in-game assets, I imagine. Props, foliage, architecture, creatures & characters. Most of that I can probably handle from the concept stage to in-game models, textures, and materials. So then, would things like concept art, in-engine mockup scenes, and rendered models be good to have ready and on display by the time I start looking for people?
I was talking more in the abstract sense of “what’s the best way to go about this so I don’t make myself look like too much of a fool”, but I likely would be using this forum’s commercial section for the actual recruiting, yes. I would like to consider myself a game artist, but depending on what the project needs, I certainly wouldn’t be averse to hiring other artists whose skillsets can cover where mine lack.
Oh, I’m absolutely planning a demo before diving into the main project. Mostly to showcase the visual assets, but I would like to incorporate some basic game mechanics as well to make it more interactive. For example, creature collection and customization will be a core component of the main game, so maybe the demo could have something where you can mix and match parts on creatures just to see the variety that could eventually be found in the full game.
well you can’t fake the funk. there are no magic words to say or anything like that. if you put in the work to make some sort of tantalizing demo you’ll stand to get some help from reliable people. maybe.
a demo even if it was just like “press 1 to choose A, press 2 to choose B” and then just some premade animations to show how the game is meant to look and feel would be a lot more worthwhile than just reading some spiel. I mean nobody is gonna read whatever you write and care about it. You just have to show that you have some competency and vision.
if you “think you should be able to” handle the game art but you cannot demonstrably prove that you can, that means that you cannot so factor that out of the plan.
anybody who is going to take an interest in your project without first wanting to see some vindication will just be looking for quick payday.
This is very true. I have a tendency not to speak very confidently of myself, but believe me I’m all too aware of how that looks from an outside perspective if I’m doing that while also saying “hey guys follow me I actually know what I’m doing”. Something I’ll have to work on before this project ever sees the light of day.
The easiest way to build a team is with a solid product vision backed up by a solid implementation and release plan. This usually includes things like budgets, legal, handling app stores and payment gateways, and platform licenses (you cant just release for every platform, many you need to be approved for).
If you have a real plan in motion, its easy to get others to join whether for financial gain or voluntary.
Most people who post asking how to get started building a team, have very few if any of the above in place.
You don’t need to prove to people you can lead them if you have a real actionable plan in place that proves you actually have thought things through. That usually is a sign of the leadership to come already. If I was having a conversation with you about joining your team and you didn’t have all or most of the above sorted, I would know instantly its not a real opportunity worth taking.
I might add that I’ve heard most people prefer a game pitch in the form of a video, they don’t really need or want to play the game. It’s just easier to watch the game concept, especially for anyone experienced in game development. So, spend your energies on a video pitch and don’t worry about interactivity, in my opinion.
Secondly, nobody’s really mentioned this but if you have money to invest then really it’s not about making a game but starting a company. Once the game is made, you’ll need to market and promote it. Also, a business partner might want to consider how to monetize the game, platform, etc. So, in a way, I think you should consider who wants to go into business with you to make and market this game.
There is a forum section devoted to hiring for projects, etc. Its also better off to keep the money you have, then to spend or loose it. Best thing is: if you cant code, just get/hire a coder, or take the time to learn how to code. You said you can get or make the assets for the game. Stop.
Theres only a few things you need to build a game. Assets, coding/functionality, and systems. Now, alot of what you may need is on the Asset Store, and can help you speed things up, and you dont need to be a coder to do so. At most you may have to modify a few lines of code, which they show you how.
Your project can be done without a coder, just depends on what your willing to do…
If you are great with art, then start with a 2 people team: you and a coder, and expand from there when the need arises. But I do suggest you at least start working on the visual assets you intend to use before you get the coder to start squeezing it all together in the game engine. If you need a nice coder for hire with good communication skills, DM me, I can recommend you a friend of mine. Also, make a very clear plan on “paper” for your game (mechanics, physics, lore, character development, dialog, etc), because that way 50% of your game will be done and you just have to follow the layout. Also, specify how long you believe your part of the work will take (months, years) so the coder can have a decent idea of what he has to work with.
PS: you do not need to lead the team, you just need to understand how to share and communicate the tasks between you and you collaborators, since everyone should be dedicated for specific parts of the game that compliment each other.
As for the selling of your game, well I would suggest you build the company after the game is 90% done. A company will sink you in taxes if the game takes too long to develop. You can work on commission based plan if you want to manage your budget better. Of course, there are NDA forms out there that also ensure the legal trust between you and your collaborators, but I do suggest you speak to a lawyer if you want something more serious than a general NDA. From experience, I can tell you that people that work with you don’t usually steal your ideas and run away and create a clone, unless they themselves are really devoted to create something similar for a very long time.
The first place to start when you’re the idea’s guy is to not be the idea’s guy. The second thing to do is to level up on your skills and become usefull to yourself.
I’ve never had a problem building teams for side projects. My general process for smaller ones is to get a prototype up and going, take it to local dev events, get feedback on it, and keep showing progress. Assuming that it’s a cool project (drop the ones which get lukewarm reception) it rarely takes long before people are offering to help out. An attractive project with momentum is something that people will want to be involved with, in my experience. This means that you need appropriate development skills to be making something before getting others on board.
Really, though, that’s just the tip of the iceberg. Getting people on board is one thing. Getting the right people on board is another, as is keeping them engaged enough to stick around.
A couple of important things:
Make sure it’s not about money. If you make money, make sure it’s shared fairly, but also make sure nobody is expecting or relying on it, because most games don’t make any.
Design in flexibility from the start. Anything but a tiny game takes time, and if people are doing it as a side project their availability will fluctuate. However you’re running the project must support that.
Unless you’re paying them (or you’re all seriously treating it as a committed startup), it has to be fun.