Getting a crew and paying it?

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8 comments, last by Christopher Loyd 13 years, 11 months ago
Hi I have an idea for a flash game and I strongly want to realize this idea... I wish to get answers on the following questions: 1) How to prepare my idea? 2) What content do I have to prepare? 3) How to find a crew? 4) What crew members are usually required? 3) Do we do it as fee or do I have to get financing? 5) What should I provide the crew members with? ...and if there is any other important information's that I need, please inform me with it. note: I'm not going to do it alone - everyone has their job, so everyone knows what they are doing. I'm the one who will organize the work, distribute it and maintain it. (I'm not going to learn programming) Thanks, Dima. [Edited by - Dima Dr_apocalipsis on May 5, 2010 6:44:06 AM]
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1. Write a business plan. While you're doing that, learn about monetization models.
2. Visit lenders, see if you can get funding for your business.

-- Tom Sloper -- sloperama.com

Get friend involve who can work for free or are willing to invest with you.

Also for a startup, trust me on this, students are cheap and if you choose wisely, they will do the job more than enough (especially if it's only flash script and 2D art).

Another thing, you are in Canada, don't know in Ontario, but here in Quebec we can get funding for paying an intern.

Visit local development center, with a well made business plan, it's easy to get around 10 000 (in Quebec city it is, trust me on this too) and if your project seem promising, they will help you to get credit for more money.

For the how flash bring profit thing, well....if you got to ask, I think you are not ready to jump, but if you are confident enough in your capacity, google it, there is a lot of article on the subject.

If I were you I would start looking for Iphone/Ipad app instead of flash. Those seems to be great for a startup those days.

P.S. When I say easy, i mean "not so hard". Nothing is easy, else everybody would be doing it.
Quote:Original post by Dima Dr_apocalipsis
How can I realize my project?
How will I pay back?
How do Flash games bring profit?

1. Learn the necessary skills yourself to create your project.
2. Get a job and save money until you have enough to start a business
3. Try to recruit volunteer help (see the Help Wanted forum).
Dan Marchant - Business Development Consultant
www.obscure.co.uk
Quote:Original post by Dima Dr_apocalipsis
Hi, I have a few flash game scripts written down with some great ideas.
I understand what kinds of specialists I need to find but I can neither afford to pay from my own pocket neither get a bank credit.

How can I realize my project?
How will I pay back?
How do Flash games bring profit?


The primary revenue source for flash games is advertising, but you can also sell additional content etc. (You might want to take a look at kongregate, some of the games there use their micropayment system to sell additional content)
[size="1"]I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
Quote:Original post by twistedjoe
Get friend involve who can work for free or are willing to invest with you.

Also for a startup, trust me on this, students are cheap and if you choose wisely, they will do the job more than enough (especially if it's only flash script and 2D art).

Another thing, you are in Canada, don't know in Ontario, but here in Quebec we can get funding for paying an intern.

Visit local development center, with a well made business plan, it's easy to get around 10 000 (in Quebec city it is, trust me on this too) and if your project seem promising, they will help you to get credit for more money.

For the how flash bring profit thing, well....if you got to ask, I think you are not ready to jump, but if you are confident enough in your capacity, google it, there is a lot of article on the subject.

If I were you I would start looking for Iphone/Ipad app instead of flash. Those seems to be great for a startup those days.

P.S. When I say easy, i mean "not so hard". Nothing is easy, else everybody would be doing it.


Ok but for example: Before I will find a guy to do... game arts for example, what should I prepare for him so that he would have enough information on what to work with? Ant the same question to the rest of the necessary members of the crew.

I don't need the tutorials on developing the dames for the programmer's or designer's respective.. I need the producer (project manager)prespective. Thanks,
Dima
Fight the aggressive music!!My website: http://soundruins.netMy Tracks: http://damsmirmus.blogspot.com/My Facebook: http://www.facebook.com/Dr.apocalipsisMy Twitter: http://twitter.com/Dr_apocalipsisMy Youtube: http://www.youtube.com/ViPKydMy Forum: http://soundruins.net/forum/
Quote:Ok but for example: Before I will find a guy to do... game arts for example, what should I prepare for him so that he would have enough information on what to work with? Ant the same question to the rest of the necessary members of the crew.

I don't need the tutorials on developing the dames for the programmer's or designer's respective.. I need the producer (project manager)prespective.

These types of questions are usually answered by digging into your own experience. Sorry if this sounds harsh, but here is a reality check. Just having an idea is not enough. Producers don't just wake up one day and decide to be producers. You need the experience to know how to direct a project effectively and you need the resources to be able to support a team to develop the idea into a product.
That said, I realize this is a learning experience and we all start somewhere, just understand that the learning curve is vertical from here.
Since you don't seem to have any game dev experience, you will have to put your trust in the talents of the people you get to work for you. Give them as much information as you can and let them ask you for what is missing. It will be an iterative process. Just realize that if you have a programmer that tells you "feature X will take 3 months", you will just have to trust that it will take 3 months. If it takes 4 months, or if later you learn that the guy was a dip stick and it should have only taken 3 weeks, well, this is a learning experience after all. The best advice will be to take it slow, set milestones, and monitor progress carefully.

Quote:1) How to prepare my idea?
2) What content do I have to prepare?
3) How to find a crew?
4) What crew members are usually required?
5) Do we do it as fee or do I have to get financing?
6) What should I provide the crew members with?


1) & 2) At minimum, you need a design document. Concept drawings wouldn't hurt either. A prototype would be even better. The more you can show, the better people will understand the idea.
3) Gamedev.net Help Wanted, friends, family, local college/university
4) As many as are needed.
5) It depends. You can try to get volunteers, but most people value their time and expect compensation. It has to be a very compelling project for someone to volunteer time.
6) Leadership and the resources that they will need to get the job done.

You should also read Tom Sloper's entire advice site.

[Edited by - CodeMunkie on May 5, 2010 9:43:55 AM]
"When you die, if you get a choice between going to regular heaven or pie heaven, choose pie heaven. It might be a trick, but if it's not, mmmmmmm, boy."
How to Ask Questions the Smart Way.
Quote:Original post by Dima Dr_apocalipsis
Before I will find a guy to do... game arts for example, what should I prepare for him so that he would have enough information on what to work with? Ant the same question to the rest of the necessary members of the crew.

A game design document.
A place to work.
Equipment to work on.
Someone knowledgeable to supervise him.
An infrastructure for paying him.
Read http://www.sloperama.com/advice/lesson10.htm and http://www.sloperama.com/advice/lesson16.htm and http://www.sloperama.com/advice/lesson29.htm

-- Tom Sloper -- sloperama.com

Quote:Original post by Tom Sloper
Quote:Original post by Dima Dr_apocalipsis
Before I will find a guy to do... game arts for example, what should I prepare for him so that he would have enough information on what to work with? Ant the same question to the rest of the necessary members of the crew.

A game design document.
A place to work.
Equipment to work on.
Someone knowledgeable to supervise him.
An infrastructure for paying him.

And: a technical design document,
A version control system.

-- Tom Sloper -- sloperama.com


First I'd like to make the observation that in order to lead a successful "anything", you really need to have a generalized knowledge of what that "anything" does. I understand that you're trying to discover this generalized knowledge, but doing so by actually working on a project and understanding how the development process works would behoove you. The questions you are asking should be able to be answered by anyone who has worked on a project for a good length of time. That being said, here's some information that may help you on your current endeavour.

Quote:1) How to prepare my idea?


1) While you may understand and have mapped out your idea of your game in your head, most of the population aren't mind readers and writing your idea out in an educated format will allow possible/current project members to easily understand what you're trying to do.

A game design document has been the standard educated format as described above, an example of one can be found here - http://tiny.cc/5b8tf

While this design document worked for this project team, not all projects are the same and the needs of the team will most likely change here and there in the document itself.

Quote:2) What content do I have to prepare?


2)Think of what YOU would need to do work for that position if you were in your project members shoes. Say for example you hired a lead writer/storyline creator, obviously he would need to know details about what type of setting and timeline you're looking at for your game, how much focus will be put onto the storyline itself, how the storyline will be implemented into the game, etc. This is pertinent information needed for this person to START work on their assigned tasks.

Once work has begun from project members it's your job as a Project Lead to oversee the work your team has done and guide them to your ultimate vision while still maintaining a keen ear on what your project members are telling you and never turn your back on any idea that they may shoot out - analyze everything, it might just make you millions one day.

Quote:3) How to find a crew?


3) Finding members is tricky, and often depends on if you plan on working the team locally - in your hometown/town of your own choice, or via long distance/online. Will the project members be paid? If so what type of compensation? and if not, and is volunteer work what sort of work do you expect to get out of them?

This website itself is a great way to find members in the Help Wanted forum, there are other websites set into place and depending on the seriousness of your endeavour you may even start attending conferences such as the GDC(Game Developer's Conference). Their website can be found here, along with job postings and general informative topics about game design itself - http://www.gdconf.com/

Quote:4) What crew members are usually required?


4) This is solely dependant on your project, though here are some common job titles(generically listed): Programmers, Writers, 3D/2D Artists, Financial Advisors, Public Relations, Web Designers...

Quote:5) Do we do it as fee or do I have to get financing?


5) If you can get financing for your project, more power to you. I will advise that before you go looking for this financing you have a working team and idea, or maybe even a prototype of the game made up with a presentation designed specifically for showing off your product. You can also look at small business loans(though I'm not sure if game design qualifies), government funded small business loan information can be found here - http://www.sba.gov/

The Small Business Association is also a great source for any guidance needed in leading or owning a small firm of such, and I use it often in my own work to reference to.

Quote:6) What should I provide the crew members with?


6) Design Documents, Programs/Licenses needed to make the game, Project Planning/Collaboration software that may make the development process smoother, etc. Give your team anything in your power that may help them effectively do their job, the small things count in this business - and time is money.

I hope this information helps, and if you happen to have any other questions please feel free to ask. Best of luck to you on your project.

____________________________________________________________My Biggest Weakness: Too quick to judgeKnowing your own weaknesses is your biggest strength. What's your's?

Quote: Everyday I wake up and look through the Forbes list of the richest people in America. If I'm not there, I go to work. - by Robert Orben

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