Dividing the work load

Hey,

What would you consider the max number of “roles” a developer could reasonably have in order to produce a compelling game? So far I’ve been practicing computer science and played with simple prototypes in Unity3D. Every time I do something even a little more complex, the amount of work seems to multiply. There are those, who do it all by themselves like Jasper Byrne, but they are multitalented or already have enough experience to produce all content.

Now, don’t get me wrong. I’m not complaining that I don’t want to put the hours into developing a game. But considering I already have a day job, it’s unrealistic to do everything apart from small projects. And more importantly, I lack the required artistic skills to produce anything better than this (not my picture btw):

So, what would it be? Apart from programming and game design, should I also improve drawing / 3D and leave textures, music sound FX for free paid content?

Or hire someone else for the roles you don’t know well. If you have a day job you may have some money to spare, at least that’s my focus now.

And if the assets you can acquire with your money are not “good enough” maybe you can still use them to pitch an idea: make a good demo that can attract more talent and/or funding.

(this is not a proven formula btw, is just the path I’m going to follow after I finish my current mobile project so it’s up to you if you want to do the same)