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#ActualSimonForsman

Posted 03 December 2013 - 09:01 AM

 

If you are skilled enough and you do the work (a decent design document, etc), you MIGHT be able to recruit yourself a team of hobbyists. After that begins the real work of actually making the game and I can say from experience that running a team of beginners/non-professionals without being able to pay them a dime is not an easy task.

 

If you want to get your game realized by going through the corporate ladder, you should be aware that it will take many years to work your way up a lead designer post. Even if that would happen, it's still no guarantee that you'll get to work on a project of your own choosing.

 

Good luck!

 

Since you have experience in recruiting non pros, can you tell me how hard it was to actually do that?  What is or was your role in the team and were your team members local to you?  I was wondering if you could tell me (if you know), if starting an online team has any good success rates of completing a project?  That is a team of people that live outside your city or further?  The reason i ask is because I'm a budding artists that's not where he wants to be skill wise, and with what I believe to be 'unorthodox' ideas when it comes to game features, elements or presentation.  Not game design per se but more 'protypical' concepts, such as a character customiztion feature in a 3d fighting game that revolves around fighting styles.  I won't go to in depth here, but all I can say is I've never seen it done before and would like to see this game come to fruition.

 

Anyways if I build a design document that outlines key points of all the aspects of a game (or at least most of them), do you think that in itself is enough for others to take interest in what I'm presenting?  My plan was to get some sort of prototype going with a team and see if we can do a Kickstarter project once we have the protoype complete.  So then i can possibly get more people on board for the project and pay each team member (equally maybe?) with the Kickstarter funds to finish the game.  Is this something that sounds feasible, or how would you go about it?  Can you offer me any more advice on the subject of hobbyist developmen or experinces you have had while in a team?  Anything to expect or not, etc.?

 

Also, I'm sure PC would be my best bet for which platform to develop on correct?  Thank you for any advice you can offer me.

 

 

The vast majority of successful amateur online "teams" are really 1-2 man shows with a loose group of contributors helping out from time to time, if you can't carry the project on your own you will fail, unpaid amateurs will not carry your project for you, at best they will contribute a few hours of work here and there.

 

In order to succeed you will need one person who will stay for the duration of the project and who is capable of "completing"(not necessarily at full scale or quality)the project on his own if necessary (That person should be you, you cannot really trust anyone else to put in the several thousands of hours of unpaid work required)


#2SimonForsman

Posted 03 December 2013 - 09:01 AM

 

If you are skilled enough and you do the work (a decent design document, etc), you MIGHT be able to recruit yourself a team of hobbyists. After that begins the real work of actually making the game and I can say from experience that running a team of beginners/non-professionals without being able to pay them a dime is not an easy task.

 

If you want to get your game realized by going through the corporate ladder, you should be aware that it will take many years to work your way up a lead designer post. Even if that would happen, it's still no guarantee that you'll get to work on a project of your own choosing.

 

Good luck!

 

Since you have experience in recruiting non pros, can you tell me how hard it was to actually do that?  What is or was your role in the team and were your team members local to you?  I was wondering if you could tell me (if you know), if starting an online team has any good success rates of completing a project?  That is a team of people that live outside your city or further?  The reason i ask is because I'm a budding artists that's not where he wants to be skill wise, and with what I believe to be 'unorthodox' ideas when it comes to game features, elements or presentation.  Not game design per se but more 'protypical' concepts, such as a character customiztion feature in a 3d fighting game that revolves around fighting styles.  I won't go to in depth here, but all I can say is I've never seen it done before and would like to see this game come to fruition.

 

Anyways if I build a design document that outlines key points of all the aspects of a game (or at least most of them), do you think that in itself is enough for others to take interest in what I'm presenting?  My plan was to get some sort of prototype going with a team and see if we can do a Kickstarter project once we have the protoype complete.  So then i can possibly get more people on board for the project and pay each team member (equally maybe?) with the Kickstarter funds to finish the game.  Is this something that sounds feasible, or how would you go about it?  Can you offer me any more advice on the subject of hobbyist developmen or experinces you have had while in a team?  Anything to expect or not, etc.?

 

Also, I'm sure PC would be my best bet for which platform to develop on correct?  Thank you for any advice you can offer me.

 

 

The vast majority of successful amateur online "teams" are really 1-2 man shows with a loose group of contributors helping out from time to time, if you can't carry the project on your own you will fail, unpaid amateurs will not carry your project for you, at best they will contribute a few hours of work here and there.

 

In order to succeed you will need one person who will stay for the duration of the project and who is capable of "completing"(not necessarily at full scale or quality)the project on his own if necessary (That person should be you, you cannot really trust anyone else to put in the several thousands of hours of work required)


#1SimonForsman

Posted 03 December 2013 - 08:58 AM

 

If you are skilled enough and you do the work (a decent design document, etc), you MIGHT be able to recruit yourself a team of hobbyists. After that begins the real work of actually making the game and I can say from experience that running a team of beginners/non-professionals without being able to pay them a dime is not an easy task.

 

If you want to get your game realized by going through the corporate ladder, you should be aware that it will take many years to work your way up a lead designer post. Even if that would happen, it's still no guarantee that you'll get to work on a project of your own choosing.

 

Good luck!

 

Since you have experience in recruiting non pros, can you tell me how hard it was to actually do that?  What is or was your role in the team and were your team members local to you?  I was wondering if you could tell me (if you know), if starting an online team has any good success rates of completing a project?  That is a team of people that live outside your city or further?  The reason i ask is because I'm a budding artists that's not where he wants to be skill wise, and with what I believe to be 'unorthodox' ideas when it comes to game features, elements or presentation.  Not game design per se but more 'protypical' concepts, such as a character customiztion feature in a 3d fighting game that revolves around fighting styles.  I won't go to in depth here, but all I can say is I've never seen it done before and would like to see this game come to fruition.

 

Anyways if I build a design document that outlines key points of all the aspects of a game (or at least most of them), do you think that in itself is enough for others to take interest in what I'm presenting?  My plan was to get some sort of prototype going with a team and see if we can do a Kickstarter project once we have the protoype complete.  So then i can possibly get more people on board for the project and pay each team member (equally maybe?) with the Kickstarter funds to finish the game.  Is this something that sounds feasible, or how would you go about it?  Can you offer me any more advice on the subject of hobbyist developmen or experinces you have had while in a team?  Anything to expect or not, etc.?

 

Also, I'm sure PC would be my best bet for which platform to develop on correct?  Thank you for any advice you can offer me.

 

 

The vast majority of successful amateur online "teams" are really 1-2 man shows with a loose group of contributors helping out from time to time, if you can't carry the project on your own you will fail, unpaid amateurs will not carry your project for you, at best they will contribute a few hours of work here and there.


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