22 hours ago, AlekseyRybchak said:
Why are you trying to prove your point so desperately?
Because I do this type of work all the time, that is why I brows the hobby section. On a average day I spend 4 hours working with Indie developers, that is the free time I have to spare.
I have worked on 22 Indie games now, with 2 steam games exceeding 20 000 downloads and 4 mobile games exceeding 100 000 downloads. That is a success rate of +/- 27%, for Indie games that is a good number.
However that is only the games that reached the end of production, in total I must have worked on hundreds of indie games that just fell apart during development. Some early, just a few weeks into development other months later.
From your wording I can already tell things are off to a rocky start . it reads like a new developer with no experience attempting to micro manage areas that don't need micro managing, that the developer doesn't know how to manage.
All that is needed from the artist is assets that work with the game, it's there job to get it to that point, they spend years learning how to do it.
Personally I try to help developers with my experience, most of it bad, in hopes that they don't make the same mistakes as I did.
22 hours ago, AlekseyRybchak said:
wall of text about proud professionals who would never work for a %; which is not some universal truth to put it mild.
That is what I am pointing out. It isn't pride that prevents them from working for %, they legally and physically can't work for you if they can't pay there software or rent.
I know lot's of people who work on projects like this, however we only have a small amount of time each day to do so. Because most hobby developers can't pay us what we need.
As for revenue share, I have tried it a few times, it never works.
22 hours ago, AlekseyRybchak said:
There are experienced guys in the team already.
True chances are some experienced people would join to see what it is about. Because of how protective Indie developers are of ideas that is often the only way of finding out if the game is worth working on.
Even as a experienced 3D artist I find it hard to judge other 3D artist's skills, I
22 hours ago, AlekseyRybchak said:
- you called me a parasite willing to make money on other people
Sorry you feel that way. I was pointing out how the message reads, that was why I tried to soften it.
What I meant is that by demanding so much and not making clear what the people who join get from the project, it looks one sided.
Revenue share on a game that has less than 10% of being made and less than 30% chance of making revenue worth sharing, isn't a hook for most people. especially not the experienced ones.
Something that would help get experienced artist is allowing them to work with what ever software they are comfortable with and the knowledge that working on this game posses no risk to there livelihood.
22 hours ago, AlekseyRybchak said:
- for some unknown reason you belive I am the game owner or a PM
Normally it's the developer who recruits, so it's a natural assumption. My mistake if you are not the developer.
22 hours ago, AlekseyRybchak said:
. I mean for sure noone can possibly know about a dropbox or about some PM tools.
Not what I meant. I was referring to a constant updating message board. Working with people all over the world isn't a simple thing, wasting time to arrange meetings only to find that there wasn't that much to say; it's a pain.
If allowed several days to go past without any updates on the message board people are going to wonder about the state of the project. If you can get a flow going like how these forums work, chances of the game succeeding get's better.