• 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
Cisco4321

How do I keep myself and my team motivated?

5 posts in this topic

Hey Everyone!

The doldrums of game development are here. Its summer, we all have "real" jobs, and the Steam summer sale demands most of my attention.

I'm working on a game project with four other guys I met through GDNet, and the project is going fine, although some people are better at completing their work assignments than others. Granted, we all have lives outside of the project, and no one is getting paid until we try to sell it. Since none of us are professional full-time developers... yet... it is understandable that things get in the way. With that being said, do YOU have any advice for us from your own experiences that kept your team motivated, or at the very least kept the work interesting?

Please feel free to offer suggestions!

PEACE!
1

Share this post


Link to post
Share on other sites
Set deadlines, be consequent(three strikes and you are out). Make them understand that this is also a REAL job and the goal is to deliver. No linger, no unnecessary delay. Make sure that people sign a group agreement where it is written clearly that if one gets delayed he lets the whole group down.

You need to find people who are utterly loyal to the project and can deliver. If you do not want to demand this of the group then this is not a project, then this is playing around and having fun(that can be acceptable too).

Make sure that people get to work with what they like at most(or second most). Make a list of what needed to be done and make people write them on that list in first priority, second priority etc. Then roll a dice or something(or pick the best man for the job).

Do something else than just working together if possible in order to create friendship, team spirit and loyalty among the members in the project.

A group of devs. are only as strong as the weakest link. Tell the people that do not deliver on deadline that the first time, warn them the second time and the third time they have proven that they do not wish to contribute. That is what is needed to be done with people who constantly delay or don't make the deadlines(of course the deadlines has to be realistic).

I have seen way too many groups ending up with like 50 percent of the team members doing all the grunt work while the other halve barely lift a finger(horrible). Be consequent as this is your life and your time that are passing by.
1

Share this post


Link to post
Share on other sites
[quote name='Cisco4321' timestamp='1343916071' post='4965523']
do YOU have any advice for us from your own experiences that kept your team motivated, or at the very least kept the work interesting?
[/quote]

Yes. See the thread "How to reinvigorate a team?"
It's here in the Production and Management forum (where your post has been moved).
1

Share this post


Link to post
Share on other sites
Thanks for the great advice! @capn_midnight - Thats a great way to look at making work into a routine. I've always tried to set a time to work, with the occasional sporadic "inspirational moments" thrown in, but it never stuck. It didn't occur to me that forcing myself to NOT work on my "off" time would end up focusing my motivation and anticipation to that specific session. Its worked pretty well so far. Thanks again!
1

Share this post


Link to post
Share on other sites
Awesome. Glad it's working out for you. If you haven't already, check out www.lifehacker.com, there are a lot of great articles on this sort of stuff.
2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0