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Found 15 results

  1. Unlock Audio

    Learning to Embrace Criticism

    A number of years ago, I had the opportunity to work on a trailer with a very established music producer. To give you an idea: he had recently finished contributing to a Rihanna album. I was ecstatic for the opportunity. I get to work with and learn from this guy?! YASS! We listened through the music track I had written and he began picking out potential improvements with the arrangement, mix, production, etc. I scribbled down everything I could, taking no offense whatsoever. I mean, who was I to question what he was telling me? We talked for a bit - I had some questions on how to tackle some of the issues he brought up. The session ended with me having some serious homework. But I was STOKED! I spent five days moving things around, changing settings, making small tweaks. This was me giving my all. I wanted to impress him SO much. By the time we met next, I couldn't think/hear of any way I could do better. The next step was to watch his face light up when he heard how good I was. Right? We pushed play and he seemed to like it. He listened all the way through without stopping and even had a positive look on his face. Not the utterly enthusiastic reaction I was looking for, but hey, he was kind of a quirky personality. When it ended, we sat in silence for a few seconds before I asked "what do you think?" "B+" B+?! Hey! That's not bad! I mean, if he's saying B+, then for most people it's really good! Maybe a few small tweaks and we're good to go. For a second there, I was SO HAPPY! Then he says, "Unfortunately, we're in a business where it's either A+ or F." He then proceeded to list off even more homework than he had given the last time we met. It was a bit devastating - I felt like I had given 110%. And it definitely seemed like I hadn't impressed him. It’s moments like this that can crush your spirit and make you feel like giving up on a piece of creative work. While in the short term that experience stung, I realized criticism is actually an opportunity and encouraging, though it can be perceived very differently for any creative artist than for most other professions. For many amateur artists, to criticize their work is not criticizing a thing they did, it is criticizing an intrinsic part of themselves. There's a lot to unpack here. First, it's important for an artist to realize the criticism is not about direct attacks on their self-worth. The issue is how criticism is expressed so that it aids communication, the experimentation process, or it's execution - not a personal, intimate artistic failure. As a creative whenever you put a piece of work forward people will have opinions about it. It will naturally feel like they are attacking your level of skill. You must develop a thicker skin. Second, the fact that someone is criticizing your work means they think it's worth having a potentially uncomfortable conversation about. Not only that, they think you're worth having that conversation with. Think about it - we all have people in our lives who we've kinda given up on. - They always talk about the things they're going to do but never actually attempt them. - Everything is someone else's fault - not theirs. - Their idea is so bad that you can't even begin to determine how to communicate everything that's wrong with it. At a certain point, we stop caring. We stop saying "I don't know if that's a good idea.." We stop pointing out what doesn't work or what does. We stop expecting them to follow through. Ultimately, we stop taking them seriously. To that end, we stop objecting. We stop trying. We stop criticizing - because we feel the idea is so terrible, or the person won't or can't act upon our input. So why try to help? If someone criticizes your work, it means they think the potential of your idea is worth being uncomfortable about. It means they think that if they tell you their thoughts, you'll understand them and are capable of implementing them. Criticism means someone thinks you and your idea are worth helping. It means they think you and your ideas have value and can be better than they currently are. While my additional homework from the producer was initially disappointing, it also meant we were making progress. My music was worth working on and I was worth talking to. It took a while, but we ended up with one of the best overall tracks I've made. Those sessions became a learning experience in craft and in self. Be happy if someone is willing to tell you that something isn't A+ and why. Welcome it. Embrace the criticism! Be sure to check out Unlock Audio and grab some free stuff. Want to reach out? hello@unlockaudio.com Elliot Callighan is a composer and sound designer, and the owner of Unlock Audio. He also teaches in the film and game programs at DePaul University and is an Officer in the Army National Guard.
  2. Unlock Audio

    Bad People are Trying to Be Good

    No one's actually trying to be the "bad guy" Sometimes in the games industry, we're confronted with people and situations that make us immediately fume. We can't possibly imagine how someone could think in a certain way. Don't they have common sense? Are they that unaware? That selfish? What an incredibly evil, terrible person! While all those things may be true to us, this way of thinking only propagates more blame towards that person. It makes us frame them as someone who is intentionally hurting us or others for the sake of being terrible. They relish wrong and love being evil! Our brains have a habit of filling in knowledge voids with negative hypotheticals. Unfortunately, it's then very easy to treat these hypotheticals as factual explanations. This is especially true when it's a challenging relationship or situation which often occurs in a high-stress environment such as games development. Some people even use this for their own gain - politics these days... *Tough pill to swallow warning* Ultimately, no one is trying to be a "bad guy." After an exchange of ideas or opinions, especially with a passionate or heated debate, we may hear people publicly declare that someone is a bad person. “They don’t listen” or are “too stupid to understand” but there is always an underlying attempt at being "good" behind all of it. It’s a matter of perspective. Yes, this is even true (sometimes) for politicians! This guy literally joined the Dark Side. But as episodes 2 & 3 show, it's a lot more complicated than just deciding to be evil. If you're not sure who he really is deep down, check out episode 6. Maybe it's not about hurting you or making your life harder. It may be about protecting their business commitments, or their employees and by connection, their families. Perhaps there's a vehement belief that the ends justify some despicable means. They may see a valuable experience or lesson by having you take the hard path, or maybe they're just not aware of how their actions are affecting you. Ultimately, they're trying to do what's right, or what they think is right. This is true for even the most difficult and frustrating people and relationships we have. Someone may be blunt or dismissive to you because they have been through similar hardships before and are trying to avoid their perceived pain points again - to protect themselves. They may be cold or unenthused because of a personal problem they're struggling with outside of the office and they're coping with it the best way they know how. They may be pushing you away because of how they view themselves and this is their attempt to help protect you from them. This way of thinking may not be the most digestible - especially with certain ***holes! But it can be incredibly valuable in business as well as our personal relationships to try and be empathic during conversations. You may with some effort uncover deeper underlying reasons for their judgments which allow you to convince them of a certain course of action. If nothing else, it will help us to be a bit more understanding, forgiving, and patient, so we can place our attention where it's most valuable. Be sure to check out Unlock Audio and grab some free stuff. Want to reach out? hello@unlockaudio.com Elliot Callighan is a composer and sound designer, and the owner of Unlock Audio. He also teaches in the film and game programs at DePaul University and is an Officer in the Army National Guard.
  3. Hello there! I am part of a group of people spread across Europe who are developing (crypto-)games in their free-time. We are planning to convert our previous creation DopeRaider to a Discordbot game that utilizes blockchain-technology for storage of player assets and are looking for a tech-lead for the project. What is the game about? DopeRaider is a strategy RPG that is loosely based on the 1984 cult game Drugwars. Players compete to become the most powerful Narco in town, which consists of several districts with different (constantly fluctuating) dope prices. There are various ways for players to make profit and improve their in-game character, including arbitrage trading, producing and selling dope, and raiding other players. Why Blockchain? Storing in-game assets (characters, skill-boosts, etc.) on blockchain gives players the possibility to "extract" their assets from the game and do with them whatever they want. Players can e.g. use their Narcos in other cryptogames or sell them on a secondary market for real money. This means that real-life value can be generated by playing, which gives additional incentive for playing. Why Discord? The biggest issue of current "cryptogames" is the very high entry-barrier. In order to start playing, players have to get a wallet, cryptocurrency, etc. Additionally, cryptogames are having a very bad reputation (because there was/is a lot of scam in this space), which puts many people off before even trying. By using Discord as environment, we can create a game with a very low entry barrier (everybody with a discord account can instantly start playing) that utilizes blockchain technology in the background (players dont have do deal with the blockchain-part at all if they dont want to). Furthermore, Discord can be used as a tool for spreading the game. Since discordbot-games work in a way that they can be played on multiple discord servers simultaneously, we can reach an enormous number of potential players by giving the server owners incentive for adding the game. What is the status of the project? We are currently having a concept-draft, our experience with the “original” DopeRaider and a small put healthy community that is looking forward to a new game. The current team consist of an UX & UI designer, a community manager & marketing guy, and me as game designer & economist. Before we can take further steps, we need someone capable of leading the tech-side of the project (our former development lead cant work on such projects anymore). We are having good connections to the team of POA Network (the blockchain we are going to utilizing), who are interested in this project and want to support it. What are we looking for? We are looking for a skilled/experienced game developer who is motivated to create something unique and is capable of leading/coordinating the tech-side of the project. Since we are all from Europe, we are preferring somebody located in a similar time zone (easier communication). Experience with discord-bots or similar projects and/or blockchain-tech would of course be beneficial as well. If you are interested in getting involved or want to hear more about the project, contact me here or on Discord (L0rdSmeti#6735). Thank you for reading!
  4. A lot has happened in the last few weeks. I got a job at Keywords Studios as an FQA Game Tester. As I work there, I look forward to growing and learning a lot. As part of the NDA I signed, I can't say what games on which they work or even their workflow, but I can say the company is surprisingly large (worldwide, even) despite being relatively private. The interview process occurred over a few weeks. I took it pretty seriously, by researching QA methodologies, preparing for the next phases of the process, even writing practice bug reports & asking for feedback online. First of all, this was all fun, and secondly, it’s difficult to exaggerate how excited I am to have a full-time game job here in Montréal, especially considering I just moved here a few weeks ago. This and other recent adventures have helped me feel like things are meant to come together. I'm not spiritual, but of course, events can still happen for a reason. Take the following example (and I'm sorry ahead of time, the writing might be overly intricate, but I wanted to hammer home the causes and effects): I've been ecstatic to be here in Montréal; because I have been ecstatic to be here, I've gone out to explore more and experience what has been here; because I've gone out more and I've been ecstatic, I've been more open and friendly; because I've been more open and friendly -- a lot of things happened, frankly, one of which was more conversations. My communication skills appeared to be well-tuned throughout my time here, and obviously, openness, enthusiasm, and articulateness are great qualities to have throughout an interview process. Now that I have a relatively stable life in Montréal, I can work on my upcoming game. My blog continues; doing so is beneficial. To make it more official, though, I am giving this blog a name, which may already be visible at the top of this page: Forgoing the Shadows. The name is derived from a line in the DMC5 theme Devil Trigger: "No hiding in the shadows anymore." It's a good line, but why did I choose it over other good ones? A month ago, I listened to DMC5's soundtrack, as I prepared for my big move; something about both organizing my childhood home and experiencing the sequel of a game on which I've spent thousands of hours in high school made me nostalgic. Then I felt it, a vibration: a meeting point between nostalgia and anticipation as soon as I heard "No hiding from the shadows anymore." Since then, I've been able to reflect on what I'm currently doing and what I'm about to do -- and often get excited on the spot. I think, maybe, I may have been too depressed stranded in Calgary. Additionally, the phrase goes well with the blog's core theme: beginning the first big game dev commitment since graduation and after life's unexpected obstacles. I might write more about these vibrations in the future if anyone thinks it would be interesting. It would take up a whole entry, and it might be a good one. It has to do with Marie Kondo, cheese, and kind deeds. So wrap your heads around that. For now, however, my next few entries will actually talk more about game design, specifically one-page design documents that supplement prototyping.
  5. UK Game Studios: I have been approached by an investor who owns several businesses that is interested in acquiring or investing in a games studio. They are interested in established studios with a body of published work and/or a game in a significant stage of production. They would like to arrange initial calls or meetings with any interested parties and are happy to enter into NDAs to ensure all conversations remain confidential in the early stages. If you would be interested in an initial conversation, then please PM or email me (john@gamevoices.com) and we can take it from there. *please do not respond in comments.
  6. Hi Guys We are looking for a n assistant producer to assist myself with day to day running of our project. It is a 3D first/third person battle simulator. Its set in the Viking age in Norway and we want to create a brutal but fun game with focus game mechanics. We would like to have a stamina system that is linked to a weapon and armour weight system. This system will require management from the player if they hope to survive. This project is intended to be commerical so if all goes well, you will recieve a share. If interested you will be sent a copy of the GDD. You will be assisting myself with oragnising the project which will include giving tasks to devs, attending meetings, helping devs with questions, social media and promotion, enquires, acting as a reprenstative of the team, overseeing the development of the project, assisting with contracts, contributing to the games design, resolving disputes among other producer realted tasks. We have a team of other devs that will be working on this, 3d artists, a composer, a programmer and concept. If you are reading this but not intersted in this role but want to be involved please message me as we are still looking for other devs and artists.
  7. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative director were recruited with some version of what you are about to see. Project Info Team name: Secret Reality Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Donations setup upon stable Alpha Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 20+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -Associate Producer -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -Head of Narrative -Narrative Admin -Sr. Writer & Scientific Advisor -2 more 3D Artist -2 more Animators -2 more writers -1 more Audio SFX Artist -2 More coder -1 more promotional Artist Talent Needed In order of demand: (moddb AD update in progress) -Art Admin: http://www.moddb.com/mods/tiberium-secrets/jobs/art-admin-wanted-for-scifi-rts-alpha-llc-formation5 -Texture Artists: http://www.moddb.com/company/secret-reality/jobs/texture-artists-wanted-for-scifi-rts-alpha2 -Promotional Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/promotional-artists-wanted-for-scifi-rts-alpha8 -Military History Advisor: http://www.moddb.com/mods/tiberium-secrets/jobs/military-history-advisor-wanted-for-scifi-rts-alpha -PR manager: http://www.moddb.com/mods/tiberium-secrets/jobs/pr-managers-wanted-for-scifi-rts-alpha5 -XML Scriprwes/ Programmers: http://www.moddb.com/mods/tiberium-secrets/jobs/xml-scripters-wanted-for-scifi-rts-alpha5 -3D animators: http://www.moddb.com/mods/tiberium-secrets/jobs/3d-animators-wanted-for-scifi-rts-alpha5 Homepage: http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: age, time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric ChouJist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -8 to 10 hours a week minimum commitment Feedback Any Greetings, We're working on a project for Command & Conquer 3: Tiberium Wars. As an established team that has been in development since 6/2011, we're technically classified as a mod, however, our content, documentation,and accomplishments go above and beyond conventional modding. For example, we obtained 2 sponsored passes for the Game Developers Conference (GDC 2017), valued at ~2K each, for leadership. (from chief admin of gamedev.net.) We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey to Alpha, and beyond. We've recently reached our Closed Alpha Benchmark,for our 1st faction, and are growing our team to properly support this significant milestone. (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus. Due to the flexibility build into our GDD, we allow & encourage varied interpretations of our designs & themes. Project overview Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe; complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. Mission statement This project's aim is to create an aesthetically pleasing, diverse, and intriguing style for each of the three factions, drawing inspiration from many other works and real-world subjects. (including the Tiberium related canceled projects of Westwood & EA). Beyond this is a desire to further diversify the three original factions of the Tiberium universe: the GDI, Brotherhood of Nod, and Scrin; presenting them as they might appear following the events of C&C3. New factions Artificial Systematic Intelligence (ASI) The ASI possesses a distinctive Egyptian design, mixed with futuristic technological and mechanical styles. They heavily believe in drawing from the older human religions’ concepts of immortality and the purity of the mind. Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intelligence. The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. Furthermore, they will portray the horror of nature. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  8. Kate Edwards, Executive Director of the IGDA, discusses diversity and inclusion across the games industry. Slides: Download
  9. Hi everyone! It’s been a while… How is everyone doing? We have a lot of news for you but today we are going to talk about Web Summit! As you might already know, last week was the Web Summit 2017 in Lisbon and we were there! Web Summit First of all WOW! Ahah I think I talk for everyone when I say Web Summit was an intense experience. In the first two days we only strolled around...met new people.. attended a few conferences and we even watched a few pitches from other companies. But then day 3 came! [Dramatic music] It was 7:30am when we got to Web Summit. It was soooo early all we wanted was sleep. Around 9am people started to show up and then it’s when things got real. We had to pitch over and over again Project SpaceVille. We must have pitched about 1 thousand times? Ahaha And no I’m not exaggerating. Imagine this: standing up for 10hrs straight and always repeating yourself. Ahah It was somewhat exhausting, I won’t lie, but in the end it was a wonderful experience! We met a large number of interesting people, a lot of interesting startups and even some investors! In the end of day three, our sponsor, Startup League, organized a closing Mixer which was a great way to relax after such a long day. We’d like to thank Startup League for helping us and making us goodies. Alpha We launched a new version of the Insider Program. Unfortunately, some people have told us they have been having trouble with this new version. Screen shaking or a loading bug, might occur. If you're experiencing this, try restarting the game and don't touch anything until the game loads. If the problem sustains, let us know. We will try to solve this problem as soon as possible. Screenshot of André Soares See you soon, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  10. UNITY ENGINE IN SEARCH FOR MEMBERS Hey there. I am currently looking for at least 4 members ( for now ) to join me in making games together. Sure, I'm still a student ( 17 years old ) but this is what I wish to achieve in the future. My goal is simple: :- Create my own game development team consisting of 5 members total. :- Work together as a team, and also learn game related things together. :- Successfully finish a simple game, and upload it to any source ( Google Play, Steam, Origin, etc... ) :- Gain popularity as a team over the time. My role in the team is the producer or manager, or maybe the leader. I do have talent regarding to creating games. My main ability is creating 3D Models via SketchUp, and I've had experience doing it for about 2-3 years. I did learn a bit of programming, but I only understand the basics of it. I can't really make a functioning program. Currently, I'm learning the basics of making music using FL Studio 12, and I will learn basic animation, level design and character modelling in the future. Requirements To Join: 1. Good English communicating skills. 2. Always online whenever needed. 3. Good internet connection/speed. 4. Have a decent computer/laptop. 5. At least knows the basics of game development related topics. 6. Have a good camera and a set of headphones with mic, or just regular mic ( needed in the future ). Roles Available: 1. Programmer - Main language is C#, but can also use Java ( I recommend C# ). 2. Music Producer - Can create music according to the game's settings, and also create sounds. 3. Animator - Can do decent animation of characters, vehicles and more. 4. Graphics Designer - Able to do colour schemes, 2D sprites and more. Send me a message if interested.
  11. composerjones

    New Neoclassical Piece

    Hey guys, I just composed a new piece that is definitely inspired by scores of the Final Fantasy series and the Kingdom Hearts series. I hope you guys enjoy!
  12. Hi all, I had been working on a game by myself over the last few months and decided things may go a bit faster, and I could incorporate more fresh/refined ideas into the game, if I brought a few others on board that I knew from work. Currently, I don't have any type of funding for the project (aside from maybe buying a couple licenses here or there), and have been focusing most on some of the work that can be done without a big investment - mostly story content, or doing some audio/graphics production pieces on the side. To facilitate the story development, and keep things organized, I created a wiki where anyone I give access can add ideas and modify articles (such as locations, NPC's, etc) I have been trying to meet every couple of weeks with everyone over Discord (we had agreed Wednesday night would work for us all) and initially got a lot of energy and productive discussion from the first meeting, but afterwards I haven't been able to get anyone together for a second meet. I understand that they are not obligated to meet every couple of weeks or even contribute, especially as I am not paying an hourly rate/salary at this point (we all agreed we would wait to talk about that until the project was more developed and we received funding), but I want to try to re-capture some of that energy and get people involved again. Myself, I contribute at least one or two articles to the wiki every week. I had also been trying to keep things semi-formal in meetings (I take notes and facilitate casually), but had received some feedback from one of my team members that this all 'seemed too much like a job', which I interpreted as I am asking for too much from them or being too formal (as if it was a job) I want to keep some form of organization for consistency's sake (such as a semi-regular discussion) so everyone is on the same page, and is aware of the way the story is evolving (I have provided a framework people are comfortable with, and am very open to new ideas - being very transparent and forward about this). Does anyone have ideas on how to keep people engaged and interested in the project, enough so to meet virtually every 2-3 weeks, with limited resources? Here are some things I have been trying so far, with little success: Adding content regularly, providing updates on our facebook/discord channels monthly (mixed results, fairly low view count) Following up with a group chat every 2 weeks to make sure everyone is still available for that day (mixed results, some members do not respond/open the chat) Continuing to add content on the wiki regularly (nobody logs in to see the new content) Physically meeting whenever possible (hard to get more than 1 person together, they usually only want to hang out - don't want to talk about new ideas) Pruned members who had no contributions and have not even been in contact for over a month Refrain from calling the meetings meetings (I prefer 'calibrations', as I am mostly talking about new/updated content and talking about it with people) I believe I do not have an issue with general interest in the project - some of the members had a lot to contribute and seemed legitimately interested in the first meeting - and everyone has expressed they are interested in contributing to the story
  13. soul_requiem

    Why I'm making this game?

    After 2 and a half years learning, practicing and making small games, as a team we decided to make the next step and make a commercial game. We know that we have a lot to learn yet, so for this game we're going to focus on the abilities we already have. This way the development will be faster and don't will be delayed for getting stuck in code or sprites too hard to make. We have more experience making platformer games, so we're going for that direction, also we think it's easier for making sprites, coding, and animation. if you're interested check the first game we released as a team! Gamejolt: https://gamejolt.com/games/umbral/153048 Itch.io : https://rengy.itch.io/umbral Fist sprites for Cow vs the Pig Empire
  14. Hello all, I recently had started making a game and invited some others to join the team as well to create content and write some of the story. The group is small, and there is no funding currently. The problem I am having is that I have a vision in mind for the game, but have some difficulty getting others to follow it - it follows certain themes and there are certain things about the world that cannot be changed without it being out of place or disrupting the 'feel' of the game. I have so far been running things fairly casually as it is still a small unpaid team, but there are some things I feel that can't be compromised on. Don't get me wrong, I don't want to stifle my developers' creativity and I welcome new ideas/changes (we have had several good brainstorms in the past) but I think there needs to be a line somewhere so the game stays close to this vision. In this example, the game is going to be dark fantasy, and have a rather serious environment, but I have a developer who wanted to add silly easter eggs in as 'comic relief'. When I asked for an example or something similar, he talked about how Saint's Row has some sort of dildo bat that you can use as a weapon in-game. This is very much something I did not want in the game and I had to draw a very firm line there, telling him we are not going to have anything like that (for the r