romijade

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About romijade

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  1. Where should i start?

    You should find some online learn to program tutorials. I recommend using Microsoft Visual Studio .NET as both your text editor and compiler. I'm not sure what's required for DC specifically, but check the internet to see if they have any SDK's for it. Starting with C++ is fine, just get yourself a good tutorial or book and work through it. There's also a difference between engine code and game code. It'll be hard for you to create your own engine, so I recommend finding one to use then just focusing on the game code - you can handle AI and physics with C++ just use a good engine. The only time there's going to be different languages within one game is: 1. one language for the engine, most commonly C++ 2. a game scripting language for game code which can be a different language such as LUA, python, QuakeC (for example Quake 1 had their own scripting language that they made) or something else, it really depends what engine you use.
  2. Team Orginization

    There's actually a lot that you should have, starting with a business plan. But as far as software goes, you may want some of the following: Scheduling software, like MS Project. It can be expensive and you'll need good knowledge of the application in order to make good use of it.. but if your projects require scheduling then you'll likely need a producer/project manager of some sort who should be able to handle this aspect. A bug tracking tool for QA, though it'd depend on how you plan on handling QA. Version control is important, regardless of the size of your project. Popular ones are SVN, Alienbrain and Perforce. If any of these simple things are new to you, I suggest doing a lot of research and perhaps gaining some more management experience before starting a company. Small developers can often handle it when they're doing simple games that require only a handful of people to make, but when things start to get bigger then you'll find that your teams needs will change and I highly recommend obtaining a person with business and/or project management experience to help out. -Romi
  3. Management Software

    Hi, Could anyone recommend good management software? In particular, I'm looking for an application that'll help me track 40+ staff members. Additionally, I'm also looking for any possible alternatives to MS Project as a scheduling tool. What other programs are out there? What do you use? and what makes them stand out from other management software? Thanks kindly, ~Romi Jade
  4. My suggestion: Create a design document that describes your game in detail. Do an estimated technical analysis of your game and answer the following questions: 1. What major development tasks are there? 2. What resources do they need? (Software, hardware, skills) 3. How long will each task take to do? 4. What other tasks need to be completed first in order to finish this one? (Also known as a dependency) 5. Are there any risks are associated with this task? 6. What other alternatives methods can you use instead, if any? Once you have answers to those questions, you'll know a lot more about the scope of your project - How many people you'll need, what major development tasks you'll have, etc. You may also be able to compare the pros/cons of creating your own engine vs. using a pre-built one. The idea is just to look at what your goal is and the best (and most realistic) way to achieve it. Other than that, if you really have the passion and drive to succeed, my only other advice is to just never give up! :) Goodluck, ~RJ "The best way to predict the future, is to invent it."
  5. Hi ThoughtCriminal, The answer to your question really depends on the company itself. Different projects have different management needs, depending on their scope. I'm an Associate Producer with only one other Producer in our company of 40+. Between the two of us, we have 8 projects in development that cover a variety of genres across many different platforms including GBA, PSP, PS2 and XBox. Some of our smaller projects have as little as 5 developers on a team and they require little management. Another of our projects is being developed across several platforms and has about 20 people involved in creating the prototype - and we estimate we'll need to double the team by the time we start full production. My job ranges from business development to hands-on management with my dev teams. Biz dev basically includes submitting game proposals, getting contracts signed, negotiating money/time/resources.. etc. Managing the team includes scheduling, tracking progress... and basically just being there for the team when problems arise or if they need anything to do their job. I think that to be a good Manager, you really need to be a good Leader - to bring out the best in people and to work -with- them to achieve your goals, rather than to only dictate and demand. You have to be able to give back to the team and encourage them to do their best. Having said that, my ideas of management may not be suitable for everyone because situations differ, but it sure works for me – We’re about to ship a big GBA title and it has been bug-free and ready to go three weeks before the Final build is due. I believe that the best thing any manager can do is to know what they're managing - especially when it comes to people, as different people have different needs. Some want a little bit more freedom, where as others (usually the less experienced ones) would rather you be very specific in your requests. From my experience as a manager, other things you may need to do include letting your team know what is expected from them - what tasks you want done, when you want them done, etc. Your job may differ depending on how many other managers there are too - a Technical Lead/Manager may be responsible for any programming or tools related management whereas an Art Director may be responsible for the content and quality of Art assets. If you're looking at a position as a manager, I suggest you just ask as many questions about the job as you can - find out what is expected from you on a daily basis and make sure that it is really something you want to do. It is a lot of responsibility to be a manager, because the people that you manage will have problems where the only proactive step they can make is to bring the issue to you. And managers are usually the ones with the power to -do- something about it so the responsibility falls in your hands. ~RJ "The best way to predict the future, is to invent it."