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afliii

Member Since 25 Aug 2011
Offline Last Active Apr 06 2014 01:40 PM

Posts I've Made

In Topic: Task and Timeline management tools?

19 August 2013 - 07:55 AM

I use Assembla.com. I think it's great for what you're looking for. We've been using it for around 6 months. The version we use is $190, but you can do a free one with just 3 members I think. Even that price is not too bad if you're serious about it and can't find something else just as good for free. I'll attach a screenshot of my workspace in Assembla.


In Topic: Game Design: Check. Everything Else: ?.

19 August 2013 - 06:17 AM

DevDave. Good that you're taking their advice. Everything they're saying is golden, which is why I won't bother to quote... 

 

I've been at the indie dev business for two years now. I started Broken Limits Media August 27, 2011. I linked so you could see our progress in two years. We've only finished one (sorta) beta game and we're like 10% of the way through a nice 3D game. These guys aren't leading you to anything unattainable, however, it's not easy to build a game. For me, I'm just the business guy with a slight amount of experience in every field, but more in management. The primary reason I'd like to become a producer, eventually.

 

Coming up with a game and writing it all down is easy. As you mentioned, "good ideas for games are actually extremely easy to come by." I've got a dozen of my own. If you read into Tom Sloper's lessons/faqs http://sloperama.com/advice.html, for selling your game or game idea he mentions writing down all your game ideas and putting them away. Then, go to school, get a job in the industry, tweak your game(s), rank up in the industry, and then pitch your game (after more tweaking). (I paraphrased btw)

 

The best way for guys like us is to combine education, career opportunities within reach, and actual indie development. I'm constantly looking for some kind of management job to prep myself for the Producer position I want with the AAA studio, here in Maryland. I run my own small asphalt construction business now, but that specific industry sucks. Go to school, learn how to make games on your own, get a team together, make a few games, and live happily ever after on your island! Good luck!


In Topic: Game Design Document Contests (Grants/Funding?)

18 August 2013 - 01:51 PM

 


my Intro to Game Design instructor at my college strongly urged us to get our GDDs out there

 

Just curious, what city and state are you in?

 

 

Columbia Maryland. My school is Howard Community College, Howard County MD. 


In Topic: Game Design Document Contests (Grants/Funding?)

18 August 2013 - 08:35 AM

I have never heard of a contest for GDDs.  A money prize is unlikely in the extreme.  I think you should ask a different question.  What is it you really need, what can we tell you that'll help you get where you're trying to go?

 

I only asked because my Intro to Game Design instructor at my college strongly urged us to get our GDDs out there in competitions for grants and other such financial boosts. Figures. She didn't give us any solid resource to locate these events. Maybe they do not exists? I asked her a few times, "Where do I find them?" The only straight answer I got was to look on the Internet and find them... 

 

Maybe I could submit my GDD to a studio. Would any of you know where to start on that? I know what publishers might take a look, but I'm not sure how to begin and get their attention.


In Topic: Paying Members outside of my Country

17 December 2012 - 01:01 PM


As mentioned in the past two posts by me, I lead Broken Limits Media LLC (BLM). I have not promised employment, compensation, nor any payment to any of my members. They understand that as of right now BLM is a portfolio building group. We make games, we get our reputation out there, and we beef up our portfolio as a team.

My hopes are that we actually generate some revenue from our next project, which may actually be a contracted game. However, I have two members who live outside of my country, both in seperate countries. What do I do when/if it comes time to pay them their fair share? I assume I would convert the currency, but doesn't the fact that some contries are richer than others and some are not as wealthy make a difference in the amount of USD the other members are worth? It might be better rephrased: If a member of my team is in another country, how do I measure the value of their works in their currency vs if they worked for USD in America, and what/how do I pay them? Is that more complicated or less? =/

Example: "Ron" lives in "Norron," where he studies art and works for the American company, BLM. Ron's country does not have a ton of artists, so the value of skilled artists goes up. Right? Right... So when BLM pays an American employee $100 USD and Ron's work is worth $150 USD in his country, he gets angry. Is this scenario accurate, and should it be a concern for me, the business owner and the one who may have to pay more or less? Should I just pay everyone $X USD based on their performance by American standards, no matter where they live?

I feel like I can answer this a number of different ways, but I'm not 100% sure which one is the best and most ethical option.


You don't seem to be particularly business savy.

You should be attempting to minimise every single cost if you want to have a real revenue generating venture. So what if he is 'angry', is he going to do the work? If no, increase his salary or call his bluff? You sound like you need to talk to someone who runs a business.

If you are negotiating pay after nearly completing your project, you are screwed. A single person who is unhappy could pull the plug on the entire venture claiming they own the Intellectual property rights.

"USD the other members are worth" - wrong way of looking at it. This is the basic formulae: "How much they can produce" - "Min amount they will work for" = "profit" . You need to be thinking in these terms or else you are not running a business.

If I were you, I would fist off write a basic business plan! Decide if you are going to run a business or a hobby?

If you want a business, do this: Calculate the number of man hours you will use, make a low prediction of expected revenue. Minus expenses. Divide these, and consider if your hourly rate is better than a McDonalds job. It most likely isn't.

Basicly, you need a business plan.

I whipped this up:

Sales
Unit price 10.99
Sold copies 2000
Dist costs 7325.934
Total 14654.066
VAT 2930.8132
Total-Vat 11723.2528

Production costs
Man hours 2184
Wage 10
Cost 21840

Profit -10116.7472

So if you are paying $10 an hour, to six guys, who do 1 hour a day for a year and sell 2000 copies. you make a 10k loss.

You would have to sell 4000 to break even. At 6000 you make $12k profit. Can you really sell 6000? And is $12k a year a good salary?

Perhaps pay $5 an hour? Would you work for that though? Are you going to attract talent?

Do you have a business plan? I don't mind taking a look over it if you want some business advice.


Yea man. Thanks for the input. I only just realized it was posted. Sorry.

But yea. I've made a lot of changes now. We're going to sign for royalties. Not hourly wages. They're ok with that and so am I. Safe bet for everyone I think. They're all students so building portfolios and working for a higher royalty amount is fine for them. They love the way we operate too. I've had a few of them tell me that they prefer my leadership over some other, well established groups they've been on so hey, hope we can build a great game together. I think we can!

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