• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Vin Hill

Forming a Team

4 posts in this topic

Hey all, I'm new to Gamedev so i apologise if this is in the wrong section.

I'm on my final project of my degree in Games Art and design and I am looking at forming a team after I finish in July to build a demo to a game which I have designed. A 20'000 word game design document has been written for the action adventure game which is backed up by about 100 pieces of concept art for the entire project and I was looking at my options to get stuff done basically.

My plan (which will have a stupid amount of holes in it i am sure) is to get find a team of about 10-12 unpaid developers which will include artists, programmers, sound designers and animators (probably amateurs looking to break into industry too) to develop a 2-3 minute video and/or playable demo for the PSV, once that is complete we could present that to either a publisher with a project proposal OR get it on Kickstarter to be able to expand the team with multiple dev kits (as the PSV dev kits are cheaper than most) to take the project to the next mile stone to then re-present to publishers to either get it upgraded to a console version or to continue the project on the handheld.

Obviously this is all dependant if the project will hold up but for arguments sake; if it is good enough then would then be the right way to go about things? Or should i look at taking my GDD to a pro dev team to see if they are interested?

Any feed back would be grand.
0

Share this post


Link to post
Share on other sites
If you're going to form an unpaid team, make sure to execute a [url="http://underdevelopmentlaw.com/collaboration-agreements-and-online-development-teams/"]collaboration agreement[/url].
0

Share this post


Link to post
Share on other sites
Yeah of course; the GDD is copyrighted and i've signed Collaboration agreements in the past on other projects so im familiar with them.

In regards to the plan; is it a good idea do you think or is there other known methods for developing a project from scratch?
Regards
0

Share this post


Link to post
Share on other sites
[quote name='Vin Hill' timestamp='1332428845' post='4924337']
a team of about 10-12 unpaid developers
[/quote]

This part sounds crazy tough.

Question: Have you formed any unpaid teams outside of your degree course before? How many unpaid developers could you get?

I am not dissing you. I am running my own project and is genuinely curious about teaming up with unpaid developers.
0

Share this post


Link to post
Share on other sites
This thread was finished two months ago. It was necro'd by someone touting her services, and her post was deleted.
Since this is just a necro'd thread, I'm closing it. Edited by Tom Sloper
0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0