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Posted 20 July 2014 - 01:27 PM
Posted 20 July 2014 - 02:29 PM
What's the steps on putting a video game in the works and how much would it cost to hire a team to develop it?
Posted 20 July 2014 - 02:32 PM
1. I have no knowledge in game creation programs.
All I have are ideas that I want in a video game.
2. What's the steps on putting a video game in the works
3. and how much would it cost to hire a team to develop it?
4. The game I have in mind is a 2d fashioned adventure game if that info helps.
Posted 22 July 2014 - 11:15 PM
Well, 1st thing is 1st, Welcome, I'm newish too.
ok, niceties aside:
1. If saying you have no knowledge is ok, we all start somewhere, but that also suggests you have no experience, which is an immediate turn off to most people, in any field. So, I'd rephrase it and say your a beginner.
Also, go learn and figure out what you need to make your ideas a reality, no one will follow a leader with no skill in the field.
Learning what you need to get the job done is one of the most important things, especially in this field.
Once you've showed progress on that, then people might follow you.
2. All you have is ideas?
Well good start, but we all have ideas on something or other, but organizing them, writing them up, and researching them should be your 1st steps. What other games have implemented similar or same ideas in the past? what fields? (And if you say "No one has done this before, and It's super unique, I've never sen this anywhere before, then your either trying to fool us, or worse yourself, not done enough thought into it, not researched enough, or if your lucky really lucky, it's either so simple, or way complex that no one else has pulled it off yet.) Also if your afraid someone's going to steal your ideas, sure, some fools do that, but most are more interested in their own ideas, making those a reality.
3. Steps on video game production: Generally it goes from:
a. Preproduction: just as it sounds, brainstorming, write up your plans and ideas, recruit a team who agrees with those plans and who has had some part in making them.
b. Production: Where you and the team make everything you guys agreed on or most of it, or enough to get established, so u atract new members and a community
c. Postproduction: where yall cut things that arn't needed or too idealistic, tidy it up for release.
d. release and maintenance: again, as it sounds, support and fix your game along with the community you've built.
Keep in mind, this is not a straight line, though it may seem like one, usually preproduction and production happen along side each other, and then one day, you;ll finish preproduction hopefully, and be purelly production.
4. How much will it cost you to hire a team?
Well, depending on the scope, depth and platform of your game, if you want to pay people in money, it depends.
But in this line of "business" from where you are now, you can't/shouldn't pay people. We all "get paid" when the job is done, with the earnings from the product.
Experience and connections is everything in every field, this is no exception.
As said, generally, in this "business" people are paid in experience more than anything else. So go out there and get some experience.
This field well understands as most fields do, that throwing any amount of money at something doesn't make it happen or fix it faster.
Game design is a specialized field, there is a lot that goes into making any game, of any size, of any type, for any platform. Go into it knowing that it takes dedication, and if your lucky, and skilled enough, you might have the experience to understand it.
I know making games is "the new hot & popular" choice for lot of young people, they go play games for hours a day, and come up with ideas on how to make it better, and than post them on the internet, and then through more and more of that, they get involved in projects, and if your dedicated and lucky, you may finish it.
But this field is Not for those who think, "I like playing games, thus I must like making them" It's not that simple, so many people think it is tho. make sure your not one of them.
Posted 24 July 2014 - 10:53 AM
4. It doesn't.
All I have are ideas that I want in a video game.
Programmers have ideas. Musicians have ideas. Artists and modelers have ideas. Everyone has ideas. What skills do you have to implement those ideas? 'Cuz those others can also program, write music, and create art and models.
No one needs the idea man. Ideas are falling from the sky like mana. Everyone needs person who creates assets and content.
Edited by GoCatGo, 24 July 2014 - 12:39 PM.
Indie games are what indie movies were in the early 90s -- half-baked, poorly executed wastes of time that will quickly fall out of fashion. Now go make Minecraft with wizards and watch the dozen or so remakes of Reservior Dogs.
Posted 24 July 2014 - 11:55 AM
Indeed, everyone is their own "idea man", across everything in life, this field especially.
For example, a friend came to me last night, and asked me about K-12 Educational reform, and what Ideas I had, I told him, and I also said if you want to take this more seriously than lets write down and organize a document. I asked him if this was for just a discussion, or if this was for more.
He said more, but lets start with a discussion.
Also I told him to talk to a mutual friend, and another person I knew, so we could all sit down an discuss this formally.
I also said I don't think we'd be the ones who can implement such things, but anyways.
So my point is, how serious are you about getting what you want?
Serious people go out and do all they can to make it happen, not pay others to do it for them.
Not to mention the issue on if you pay someone to do make and carry out your ideas instead of you, they will likely do it as they see it, not as you see it, and it's nothing personal against you, it's just how it is.
Sure they can follow your plans, but it won't be the same as you being there every step of the way.
For some people, losing that creative control over their idea ends badly all around.
Know what you know, what you want, what you can do, and most importantly what you don't know, and what you can't do, then and only then you might one day understand.
Edited by GeneralJist, 24 July 2014 - 12:06 PM.