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pfloyd333

Member Since 29 Nov 2012
Offline Last Active Aug 20 2013 10:16 AM
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Posts I've Made

In Topic: How to recruit programmers?

30 November 2012 - 10:45 PM

Just to get this out of the way: as a programmer, unless someone who can't program has a good portfolio, I won't join their project.

Everyone has a game idea they want to make. Unless it was a game idea I was passionate about (I'd helped conceive the game's mechanics), I won't work for you without pay. Right now, I like to do smaller contract jobs on the side (Imagine writing a program to do something specific for someone, and getting payed when I finish it). It'd probably be better, if you're going to pay people, to pay them by program / mechanic, than by hour. Since your indie, paying someone by hour won't work at all. There isn't an office, and there's no way to keep track of how much they worked.

For your portfolio: Use GameMaker. If you're an artist, employers will far rather see a smaller game made with a tool that represents your art, rather than some hard-coded game. They're looking for an artist, not a programmer. I can guarantee you that if I was hiring an artist, and one came to me with a portfolio of good sketches / 3D Models, and the other came to me with 1-3 Games made in GameMaker with good art in them, I'll pick the latter.

For an artist, I'd look for:

  • An understanding of sprite-sheet creation
  • An understanding of basic Art Logic / Drawing
  • Good 3D "visualizing" skills
  • A game they'd made using their art.
That last one is very important. It's not that hard to make a simple game that shows off their art. Sure, it may be small and not really a game, however you need to show me that you understand what I have to do, even a little bit. I want my artist to know that if I say something isn't possible, I'm not trying to get away without doing work. I'll only work on projects I'm passionate about, I would never even try to join a game that I didn't care for.


Thanks for the advice! It makes sense that having a game more focused on my art, without any complicated coding, would probably be more worth my time in the long run. I'll be sure to look into GameMaker. Would you recommend it over Flash? I already have a very basic knowledge of it, and it seemed to complement my 2d art pretty well. Also, I have no idea what you mean by sprite sheet creation. Care to fill me in on that?

In Topic: How to recruit programmers?

30 November 2012 - 11:57 AM

Hi and welcome,

I can see you mention you have a portfolio and thats good. If you havent already --> Get yourself a good sketchbook setup on conceptart.org and a portfolio to showcase your work (ie deviantart).

Id honestly say for now - bypass working on your ideas and your projects, you probably dont know enough already to get a mod team together or know what to ask coders to produce for you to put things together. Look around on moddb indiedb websites for any projects recruiting artists so that you can work to other peoples ideas as well as your own. Im not saying drop your ideas entirely but just put them on hold and gain experience in working in indie mod teams so you are used to producing concept art and game assets for a group project. That will also give you contact with programmers and sound engineers etc.

Good luck and post back with any further updates.

Pash


Thanks for the advice! i already have a concept art.org sketchbook, been on that site for a looong time. My ideas aren't really fully developed concepts, they are more general story plots and gameplay ideas. i haven't even bothered doing concept art so i wouldn't get too attached to my ideas if they don't ever go anywhere. I will for sure check out thats site. sounds like a smart idea to get some experience first.


I believe that Pash nailed it. As a designer it's incredibly hard to come with an idea for a game and have other people code it for you. You would be much more "safe" getting in on someone else's idea where programmers already are recruited and a good way to do that is at indiedb. However, the "passionate"-problem still applies, but for you this time. You need to stay passioned towards someone else's game which could be just as hard.

You should definitely put up portfolios as Pash said, but I would also recommend you to try and pursue your own idea and recruit programmers. The problem is to keep the motivated, and how do you do that? Well, you don't give them a game idea that is fully developed and written in stone. Your start off small with an idea and then you develop together. That way everyone will stay motivated.

So, how do you do this? Well, when it comes to games the usual process, at least what I've understood so far, is that the people who wants the funds to create a game will pitch the game to the investors. In this case you will be the pitcher and the programmers will be the investors.

The first thing you do when you got an idea you'd like to sell/pitch is to write a Game Pitch or high concept. In this you include some concept art, which in your case will not only show off the "feeling" you want in the game but also your skills. If you google on Game Pitch or High Concept you will see the basic structure of them and they are very much an overview of an idea. I'm positive you will find programmers who will like your idea if you make a good pitch and if you then can develop it together everyone will, hopefully, share the same passion.

Where to pitch your idea? Make a project on indiedb and try to market it as much as possible and announce what you are looking for. At the same time just look for other projects where people needs artists and join in on something you find interesting.

Hopefully I was of any help^^

Good luck! Posted Image


This is very helpful, thank you. I'll probably try joining in on someone else project, but eventually i would like to start or be part of a project from the beginning. I think if i show id be willing to work hard and prove my skills via my portfolio i may be able to get programmers.

In Topic: How to recruit programmers?

29 November 2012 - 10:21 PM

well the idea is that I would work with a programmer from the beginning so they would be passionate about it also, and that they would be in it for the experience too... but i see what you are saying. So maybe i would be better off making a game thats less ambitious but that i could pull off on my own? the thing is, i can do easy things like being able to click on items,multiple levels, text boxes and stuff. but when it comes to complex ideas like an inventory system, or dialogue options, i'm in over my head. it makes me wish i had a coding friend, but i honestly don't know anyone who programs.


As an artist, having a good portfolio is nearly as good as having a game done. And it's far less... Eh... Doomed as trying to complete a full game with strangers.

yeah, maybe your right. but everyone who wants to be a concept artist will have a great portfolio, having a game could give me the edge over other people out of college. Being able to say that i have experience working with a team of people would be impressive, especially if the game is good. this is advice i have gotten from game developers too... i thought it was a great idea.

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