|Acquiring a Team for a Platformer||Locked|
|Jan 1 2014, 5:31pm Anchor|
So I've been brainstorming a lot the past few days about game ideas and how i'll go about the game. I now feel I have an exciting idea for a platformer.
This'll be my first project and I'll need a couple of guys to work with me.
I'll have a site shortly for the dev group and game.
What I would like:
If you're interested or have any issues PM me or Email me: firstname.lastname@example.org
Information about the game will be available when you email me and speak on Skype.
|Jan 1 2014, 5:51pm Anchor|
I use Blender and do renders, modeling and animation.
SinKing bumps me thread
|Jan 1 2014, 5:53pm Anchor|
I think there is a rule on Moddb (and Indiedb), which goes: don't ask for an entire team! I don't know if the rule changed over the past years, but there is a reason for it. First of all, you are not likely to assemble a team this way and without content (you don't even say what your role is and what you can do for the project). Secondly, running a team demands some kind of organisational structure through documentation, forums and meetings/communication (e.g. Teamspeak). People who join you will want to know what you worked on before and what your pedigree is. Coming along with an idea and zero experience makes it hard for the more experienced people to put their trust in you. And beginners often can't meet the challenge of a real development situation. They focus on making e.g. a gun or another asset, instead of learning the asset pipeline for a game engine, including shaders and modularity; this is just from an environment modeler's perspective.
From what you describe you could structure your project differently. Find a writer and/or concept artist to work on the "web series", first; perhaps include a musician soon after. If this works out and you produce an episode, you can start talking to modelers and programmers about the game concept, based on the web series. It will probably require you to browse through individual portfolios on many different sites, instead of running a global announcement in a thread such as this. People will be more likely to show interest in your ideas and work when you first show an interest in them. For example, if you are looking to recruit a modeler, it helps looking at his style and history first, in order to make sure his work can fit your vision of the project. Even when there is fluctuation among the team-members, you will have a good, solid base for the game to be worked off. And chances are you are more likely to succeed by taking baby steps first, but going into the right direction from the start. Asking for a whole team is least likely to succeed. And even if you were to find the people at random, what are the odds that the right people for the project will all simultaneously read your post and apply? It's better to take things into your own hands, search for the right kind of guys "manually" ;)>
|Jan 1 2014, 6:05pm Anchor|
Quickly noticed I didn't add much about myself, I'll do programming and some level design. I have most of the stuff set up for the animated series which will build up the story and add personality to the character. I have a few guys already willing to help. I want to work on the game as soon as I can. The post asking for a whole team was really just to let people know that they could let me know they are available, if I like their work I'll bring them on board, if not I can look elsewhere for someone. I've worked with teams before and lead them, not quite on a game but similar circumstances.
Thanks a lot for the advice!
|Jan 1 2014, 7:48pm Anchor|
I'm interested in helping out with the music:
My work: Soundcloud.com ( I can also provide examples of 8bit style if that's what you need)
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