A little over a year ago, I asked how one would go about putting together a team without upsetting people. people got upset.
There was a sarcastic video portaying an idiotic wannabe game designer being talked down to by an experienced designer at some point and a lot of answers to if I am ready to make a team not so much how to make one upon becoming ready.
over the last year, I have worked on improving my programming skill, though my art has fallen behind due to this weird new thing my thumb likes to do where it starts burning at the joint when I draw for very long.
despite my artwork not improving, my design and execution are good enough now to reliably earn between 3-4 stars on newgrounds. (usually high enough to be on the second page of weekly top results out of an average of 6 pages)
so now my new and hopefully less angering question:
What is the best way to look for and assemble a team without offending anyone, or looking like a general idiot?
Go in, get the girl, kill the dragon. What's so hard about that? ... Oh, so THAT'S what a dragon looks like.
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)
Posts
Decide what kind of assets you need.
Find people who want to deliver those assets.
Get money to pay those people.
Assemble your assets together, produce the game.
Find a publisher, or, publish it yourself.
Advertise.
also, how expensive is the upfront cost going to likely be if I can't do a revenue split between the team members?
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)
This goes for any of the cost. What do you need, how much of it, what kind of project are you doing? That's why you need a plan.
Not many people will do a revenue split, a lot of games don't break even.
But if you just need a few models and textures crapped out by some artists, a few thousand will probably get you there.
edit: just to save everyone some time here is the original thread.
that is not what I am looking for, the flash game market is not suited for projects that slow and expensive to put out.
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)
Flash game, you could probably get away with a few thousand as an artist poops out some art assets for you. I would question your intention to make money off a flash game.
There are plenty of indie game forums out there with 'team building' sub-forums. There are even some game building threads here in G&T and SE++. The best way to get people to work with you is to be friendly and impress them with the work you've already done. The other best way is to pay someone. Need some art done for your game? Find someone who's art you like and ask their prices. Or post (in the proper place) in an art forum and ask for submissions for X budget. There's really not much more to it. Friends or money.
Also, you really need to stop being so immediately defensive. Your thread title here and the tone of your post could be called 'poisoning the well'. If you want to get people to want to work with you, maybe work on that.
Ah those are flash? Neat.
Do you have a proven track record of success?
Do I personally know you?
Are you going to pay me?
anyways I'm not trying to come off as defensive; I'm just saying that is how things went last time, then what I did in the interim to improve, and now I'd like to ask again because the question wasn't really answered.
I did say my games were on newgrounds, those are flash games.
I'm not entirely sure I know what you mean by the kind of games I'm making so far, celchuuu, Do you mean the quality, or type of games aren't profitable? or both?
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)
The answer last time was improve art/improve programming/make a game. And you did the last two, so good on you. But as far as I know theres no real secret to making a team. Friends, money, or prestige are how you get people. Prestige really only works for people who have made widely popular games, so as I said in my last post, either start making friends on various art/programming/indiegame/gamedev forums, or start offering money on those same forums.
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)
The last 20% of game development time is asset creation, so you should have a bare bones version of the game you WANT to make nearing completion. That's how some AAA studios do it, too - they hire on 200-400% of their production staff to finish a game on short term contracts and let them go after. It's simply the most efficient way to do it.
If you're looking specifically for Flash Artist, you're missing the obvious one of hitting up the Newgrounds forum for people interested in collaborating. Newgrounds has so many people working on passionate projects that asking for a collaboration without discussing $$$ upfront won't make you come off as some slimey asshole.
Sadly, Penny Arcade is a poor resource for actual game development, so you should definitely be spreading your feelers out to development communities, not enthusiast communities.
@rye: I hadn't tried on newgrounds yet because I don't know the best way to. I was hoping for some tips on what to say, how to present my own portfolio and avoid looking bad when I go try.
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)
• Have work to show (youtube vids), make the project appear as "drag and drop" as possible to ease an artists anxiety. It should at least look playable. Bonus if it looks fun!
• Pitch the concept in a small paragraph. Wall of text crits for "I don't wanna work on your project."
• Make sure to leave the project open for input, adjustment, and collaboration. No one really wants to "skin" your game and walk away. That's a paying job (and a lucrative one)
• Discuss what the goal of the project is - Just practice shipping? Make money? Hone Skills? Tease publishers?
• Let people know the $$$ situation. Unpaid? Profit share? Hourly? Contract?
@Chaotic Kitten: I'll check that forum out too then. thanks.
http://www.youtube.com/channel/UChq0-eLNiMaJlIjqerf0v2A? <-- Game related youtube stuff
http://galdon.newgrounds.com/games/ <-- games I've made. (spoiler warning: They might suck!)