When to Recruit

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12 comments, last by Tom Sloper 9 years, 6 months ago

A picture says a thousand words- and when you own the art, that proves to people who see it that you mean business and you can get something done.
A website wouldn't hurt either.

From there, whether it's themed as some Eldritch horror, or about anime style kittens, you have a central concept piece you can use to recruit with, thus creating a central point of agreement for the team and goal piece (getting people who like whatever it is you've made so far).

Make sure not to be too specific in the piece. Just promo to get at the feeling you want to convey.

Whether the team agrees after that it should be an FPS, a JRPG, a Sidescroller... well, that's doesn't matter yet. Just work on some idea people can rally behind, and inspire the passion to get to the next step.

It's how fan games work, and if you want to motivate people to be involved for profit share (as hard as that is), you need them to be fans of something you've done/started with.


One thing I'll add here is that you also have to think as a project manager.

How much time does it actually take to build an art asset with a set style? How does changing the style change the time it takes to build the asset?

If you aim for hyper-realistic art assets, it's going to take a LONG time. How many assets need to be created? How long can the project go before finances run out?

In my case, we *have* to aim for a bit more of a stylized art style because it's faster to create less detailed art and there's a LOT of art which needs to be created. It's odd, isn't it? That a project's constraints would actually have a big impact on the art style which gets used?
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Imagine you're brought on as an artist onto a project and are told by someone, who doesn't really know what they want, to make the art for their game.

I think you misunderstood. I'm saying if you're not paying them, you have to give them a large influence over the design of the game.

If you're actually getting paid, naturally you want to know exactly what the client wants (because at that point they're a client) so you don't have to redo anything.

I think that goes for any contractor.

Let's say, for example, you're making a JRPG.

Turn your Volunteer artists loose making monster concepts, and also let them make up the story and some of the abilities of those monsters, where they show up, etc.

It's a juggling act to delicately balance and mitigate bad ideas which will inevitably come along with the good.

In a volunteer project, the project manager and often lead designer's work is very different, and runs more along the lines of disaster control, and trying to shoehorn all of the ridiculous nonsense people come up with into something that kind of works together.

You have to make everybody feel like they're making big important contributions to the design of the game, and not just coming up with an art style (which, trust me, is not enough to keep your artists happy if you're not paying them: it's like telling programmers they can comment their code however they want, but to do this and that for free; people have certain passions, and you have to play to those to keep them motivated).

If you have money to pay, then by all means, that's always the best.

One thing you do allude to, which is critical, is "stakeholder buy-in". You don't need to give everyone on the team creative control / input on the game design.

Unfortunately, you usually do if you're not paying them.

Think of it this way:

Everybody thinks their own ideas are awesome and will make millions of dollars (no matter how much they actually suck). People will only risk a revenue share later if they're under the delusion that their own grand ideas are the force that's going to push the project to financial success.

Whether those grand ideas are about talking swords that transform into dinosaurs, or a race of cat people who have three sets of ears.

It's a functional necessity in a volunteer team to humor whatever you get.

Chances are actually really good that most people are actually not very good game designers. It's actually *really hard* to do correctly. A programmer is an expert at writing code. An artist is an expert at art. A producer is supposed to be an expert at project management. A writer is an expert at writing. Game designers are experts at building game systems. You wouldn't want your artist writing code, or your programmer creating art, so why would you have either of them doing game design? That's not their specialty, and not the only way they have creative input into the production of a game.

Absolutely true.

You wouldn't necessarily want them to. Unless you want them to actually get any work done at all without paying them. ;)

If you've run a volunteer team, or worked on one, before you start to understand the nearly impossible situation the project lead ends up in.

Like I said, if you have money to spend, it's better to just contract people, in which case you're right that they'll want clear direction.

Unless you meet a rare gem who has really good ideas.

Yes, this is bad. What you describe is exactly what you want to avoid in a serious project.

Absolutely, which is something that makes commercially viable free/volunteer projects nearly impossible. Successful teams are rare and neigh mythical creatures, with a strong shared passion and usually years of friendship and working together in person.

Mismatched graphics and buggy execution is something I expect from hobby indie projects: it's not the end of the world to just get something done and get the experience you need from it.

Once things are just *done* you can always go back and clean things up, and invest in new art, etc. The point is to get things done at that stage of the game.

One thing I'll add here is that you also have to think as a project manager.


How much time does it actually take to build an art asset with a set style? How does changing the style change the time it takes to build the asset?

If you aim for hyper-realistic art assets, it's going to take a LONG time. How many assets need to be created? How long can the project go before finances run out?

In my case, we *have* to aim for a bit more of a stylized art style because it's faster to create less detailed art and there's a LOT of art which needs to be created. It's odd, isn't it? That a project's constraints would actually have a big impact on the art style which gets used?

Oh, yes. Sorry I didn't mention that.

You almost have to choose a style in which to stylize (at least a little).

Realistic graphics are out of reach to all but the biggest studios, and even they are shying away from them now because from a business perspective they don't do much for you: They just cost more, and don't really help much with marketing (and will kill you if you fall short and hit the uncanny valley instead), since the consumer is very accepting of stylization.

That is, unless you're dealing with a particular IP or genre that traditionally requires realism for the AAA titles- usually sports and war simulation.

Before establishing your art style, do some tests to figure out if you can pull it off in your budget.

Tell us more about your game and what you want to achieve art-wise here: http://www.gamedev.net/forum/18-visual-arts/

I'm sure we'll be able to give you some good suggestions for style when you're ready.

Your target image that you create for recruitment is your ideal, so you don't need to worry too much about functional game assets at that point, but do try to choose a non-realistic style that you like and that you think people will be able to get behind, and showcase that, since it will be a big part of your game.

Moving this to Production/Management.

-- Tom Sloper -- sloperama.com

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