Hey guys, does anyone have any recommendations please for companies offering Community Management/Marketing services? I'm quite price conscious, so if you know which ones are cheaper/expensive/how much they charge, for a small/medium sized developer? Thanks
I am animator by hand, and i am doing game animation for at least 8 years so far. During the last 2 years, i came with a idea for game and maybe some day, i want to start indie game company. As i am thinking to start game company, i am also thinking what kind of value i can give to the company. For example, am experience in animation,sales(I was selling web development services, before i jumped to gaming), bit of rigging- just not for production, i am learning on the side as well. The rest of the gaming production, like modeling, concept art, texturing, i am total noob or to say better, i am no near interest to do modeling for example, don't have such a patience to do it. But before characters and things are made for animating, what the hell i am would do?
Also, what is the ideal size of the founding team of a game company? Positions to be filled mostly are, Concept artist, Modeler/Texture artist, programmer, animator-rigger. And later would need more people to join, like more animators, programmers, sound, fx,etc.
And lastly, do i need to have something,like a prototype, to show people and get them interest, or should i ask someone i know, for skill that i lack, for example, Modeling would be great, texturing and rigging, and to start all together from scratch?
I've attempted to build a game engine in the past and eventually realized that was a lot more work than I would ever have time to finish. Went to college and started working fulltime as a software developer which ate up all my time. I eventually had some money saved up and just decided I would quit my job and focus on building a game in Unity3D. I managed to make a significant amount of progress and almost have a playable game, however, I ran out of money and had to start working again... SInce then I haven't had time or the drive to start working on the game again and it's just sitting there in its partially complete state collecting dust.
Has anyone been able to build a successful game while working a full-time job? If so, how did you do it?
As a member of an indie team I'm interested in knowledge on how to organize the team and improve work efficiency. Can you guys recommend any good learning sources (books/articles/lectures)? Ones covering how to distribute tasks, group the development team into smaller working units and gather data to improve the performance of individuals.
Thanks in advance!
I have been working on a game and brought a few others in on it to develop it and make content. The team is currently unpaid (will be compensated after release/funding)
In this setting, what do you think are some good practices to follow to make the project a success and a good development environment?
The project is still early in development and I would consider this to be my first leading role in something like this
Managing vs Leading:
As I am pretty directly involved in the development of things, from story to design to actual coding, I have tried to steer clear of 'managing', or over-managing as its a small team and nobody is seeing the $$$ to put up with much BS.
I think I have mostly done this with some success, but it has made it difficult for me at times. I have tried taking less of the front seat and letting everyone pedal as well, but I found that people didn't really have much drive to contribute anything unless it was adding to something that I created or was already there.
So far I have created a wiki, a forum, a Google drive, and set up some other tools for the team, as well as a Facebook page and have managed the security of our information (like making everything non-public)
Legal stuff - NDA/other agreements:
When is the best time to do the formalities and write up things like NDA's and other agreements to protect the project? Gauging my team as it is, I think they would not be keen on signing things like this - it seems to be a big turn-off when I start talking about rules and organization. I can understand the reticence as it is unpaid, but it also seems very risky in thinking of the future. I have already had a developer leave the project, and I have yet to see if problems are going to arise from this.
I know these types of things are very standard for larger projects with funding, but it seems difficult to implement in this setting. I have read many stories of failed games due to petty internal conflicts, developers retracting their contributions, misappropriated funding, and dissatisfied developers that probably could have been prevented if everyone had some type of written, formal agreement adhering to some rules of conduct.
I dont see agreements and NDA's as an attempt to disadvantage people or deprive them of freedom, but as something to protect the project as a whole - which is bigger than any one person and affects everyone.
Is it a good idea to put write something up and get some signatures? If so, when is a good time and what would be the best approach (as far as selling it to the team)? Should any agreement be very light and plain, or well written and very detailed?