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May 17 2015 Anchor

Hey everyone,

Beluga Entertainment is looking for people who would be willing to join the company as a 3D modeler, artist, programmer, or any type of job needed in a small indie company.

Requirements are:

-Willing to not get paid (unless told otherwise)
-Can live in any country , Skype is a highly preferred alternative
-At least a bit of experience in job looking to fulfill

This recruitment is just to gather up people in the company BEFORE we start a new project.

Please email me with any questions at belugaentertainment0@gmail.com

Thanks!

May 18 2015 Anchor

I think most people would like to see something that Beluga Entertainment has done. Asking for people to join you when you have absolutely nothing to show for it is not winning you any points. It'd be best for you to try to whip up something that shows people "Hey! Look at me! I can do things and show something for it!" Rather than just taking a shot in the dark and hoping someone asks. Most people will not want to join a guy or 2 on something they have no idea what is going to happen on. At the very least you could give some basic ideas on what you are planning on doing with your little indie company or something along the lines of that.

Can you and your friend even do anything with the engine? Nobody wants to join a group of people when they are infinitely better off without the restriction of two people who don't know what they are doing. Ideas and stories with visions are just that, they aren't doing to make you stand out unless you have the power to show them off. Without any kind of coding, artistry, or other knowledge, you aren't going to be a very good source for developing a game.

Sorry about my overly long rant, just figured you kids should know this before you go and recruit others.

Edited by: Moonratds

GeneralJist
GeneralJist Titles of a "General" nature
May 18 2015 Anchor

yep^
also, where are yall incorporated?

Some people like to throw the word "company" around, to make them sound more legit, when their just a team.
A company has legal footing, and has buying power.

"Willing to not get payed, unless told otherwise"
Suggests yall are a a group or team. Indie's draft contracts that say you'll get paid if we make profit.

--

Our home page:

Honorgames.co

My 1st book:

Booklocker.com

May 18 2015 Anchor

Sorry for the miscommunication :( We are a team, I just foolishly used the word "company".

The reason I posted this thread was to see if anyone was willing to join a team before we start a new project at all, which would be the team's first.
Once we have more members, then I'd start throwing around ideas and concepts. I've tried to create too many games that end up as nothing because I don't gather all available resources first.

As for upcoming projects, I was planning for something with the following features, at least:

-Open World/ Sandbox
-Adventure

I know that's a very bland description, but I need people that I can rely on first and know that they wont ditch in the middle of production, rather than figure out if a character is going to be an alien or a potato.

Lastly, yes we have some limited experience with game engines, modeling, art, coding, etc...

May 19 2015 Anchor

I don't know if it's your first game or not, but I really don't recommend an open world game for an early project. There is a ton of possibilities for the player and you have to account for them all. It can take a long time, and can be very frustrating. You are best off doing something small and easy, and building up as you gain more experience. I doubt you've managed a team before, so that is what I'd recommend. It'd give you skill in managing a team and let them practice their arts on something small before moving on to bigger things. It would also let you decided how you'll need to spread people out and who will be better at what.

As for the limited skill I'd say that'll work decently as someone who can at least understand the terminologies of what they are trying to manage in a team is infinitely better to work with than someone who couldn't tell you the difference between a vertex and a polygon.

Adventure is a heavily story based genre, look at modern adventure games like Uncharted or Broken Age. They are both story games and have a ton of effort put into their stories. Open world is a hard genre to manage, WITHOUT the massive story that is so important to it. You probably don't want to create either of those genres as your first game. Do something simple, but make it fun. A racing game or something like that is easy to make, but is also easy to make fun.

If you're looking for people solely based on the Unity Engine, their forums would be the best place to go for that Forum.unity3d.com

May 19 2015 Anchor

Thank you for the advice, but I am sticking with the open world feature. This is not the first team I've been on, I had been part of a project a year or two ago.

I created Beluga Entertainment in the mindset that my team would create games that other people wouldn't think of making, a.k.a open world. I know that undertaking such a game would be quite a huge load to bare, but I'll do it. Most other games don't appeal to me, but my experiences with playing Fallout and Skyrim made quite an impression on me.

So, if there are any other doubts you have, please share them. I need all the criticism I can get. :)

May 19 2015 Anchor

Like I said, just because you want to do something doesn't mean you can. Look at Bethesda, they have Triple AAA like 10 years in the industry or more employee, and have like 80 of them on a single game project. Then those projects take YEARS to complete with people who know EXACTLY what the hell they are doing. You are going to have a team of at most like 8 people working on a game that you seem to want to be similar to Fallout and Skyrim. It's just not a realistic or feasible hope. Overall, it's something that you WANT to do, but you about 101% can't do. Sorry for putting you down, but this is just how it is. If it was easy to create games like Fallout and Skyrim you know how many people would have done it before?

Basically, you NEED to start with something small. You seem to lack the experience and the knowledge to develop anything remotely close to what those games are. make a simple little thing, and it helps you. You get better at team management, you get better ate game design, you are more credible when wanting to make new projects, and you can get your name out there to have more people play your games.

So yeah, just make something small, and build up. Even something that sounds pathetically easy can end up being much larger than you ever expected.

Youtube.com Why don't you take a look at this series. It pretty much tells you how to finish things, and how ambition can ruin your dreams.

May 19 2015 Anchor

I never said that I was making a project that has similarities to Skyrim or Fallout. I simply said they gave an IMPRESSION on me. Don't make assumptions unless you have actual facts.

Also, I am capable of undertaking such a project as this one. I have worked with games before, I'm no dumbass. I know that things have be done in a certain order to complete a functional game, before, during, and after production.

I do need capable members on our team before we begin a project, as I stated in the beginning of this thread.

Please stop wasting my time with bullshit that I've heard from so many other people Moonratds. I don't want your criticism anymore.

May 19 2015 Anchor

BurningWill wrote: I never said that I was making a project that has similarities to Skyrim or Fallout. I simply said they gave an IMPRESSION on me. Don't make assumptions unless you have actual facts.

Also, I am capable of undertaking such a project as this one. I have worked with games before, I'm no dumbass. I know that things have be done in a certain order to complete a functional game, before, during, and after production.

I do need capable members on our team before we begin a project, as I stated in the beginning of this thread.

Please stop wasting my time with bullshit that I've heard from so many other people Moonratds. I don't want your criticism anymore.


I thought you "needed all the criticism you could get."

May 19 2015 Anchor

I did too, until I read your shit-filled comment.

May 19 2015 Anchor

BurningWill wrote: I did too, until I read your shit-filled comment.


Pretty aggressive suddenly, now for what reason?

GeneralJist
GeneralJist Titles of a "General" nature
May 20 2015 Anchor

ok then,
let's all go burn a bush and see if we summon a moon god....

anyways,
Let's try this again,
Hi my name is Jist, and I'm not an alcohol....oops.

So, sigh, let's see:
1. what is your skill(s)?
2. what is your education/ experience?
3. what is your time zone.
4. the ^ of your other team mates so far?
5. your age?

there, 5 simple questions that will help you get a team, regardless of what your trying to do.

Your in the Pre- production phase, it's hard enough finding people for non paid projects, compounding the ambiguousness of what your project is, I'm going ot tell you, no seriously skilled people will respond at this time.

It's like if I had said "I want to make a RPG" and that's all I told you, and then you asked me to clarify and be more specific, and I said "IDK" we'll figure that out after you join"

Would you seriously consider that?

So, you mentioned you were on a project a year or so ago, what was it? what role did you play? (no pun intended)
We likely won't have heard of it, but it only maters how you present it, and yourself.

And unfortunately by our current portrayal, and reaction, your digging your own hole bud.

We're here to help you, though you might not like what we have to say, an older individual can take criticism, by your reaction, it suggests your 16 or under.
Which TBH, unless I knew you fairly well already, I won't work for you, and I'm 25 tomorrow.

so please, make this easy for everyone, and just define what your game is, so we can determine if it's something we're interested in.

Frankly, most people won't take the time to explain this, nor indulge such behavior, and I've been doing this for 3-4 years now...

If you don't want our advise and perspectives, then say "I respectfully disagree", and move on. It seems you disrespectfully disagree. And we don't really want to work with, let alone for, people who are like that. (Especially for FREE)

I've also been a recruiter, for 3 years, and dude, your not giving us anything solid to recruit to.

Go draft a GDD and come back when that's ready.

PS. As for ambitious projects, the trick with them is you need to be ultra :dedicated, skilled, available. If not that, then you need to be/ have constant inspiration. (very few projects can get that mix right, I just happen to be in one)

I'll watch the vids tomorrow...Sleepy....

Edited by: GeneralJist

--

Our home page:

Honorgames.co

My 1st book:

Booklocker.com

May 20 2015 Anchor

K..

GeneralJist
GeneralJist Titles of a "General" nature
May 21 2015 Anchor

ok moonshine xd, I've watched those videos,
all the way through, I was like thinking, "ok, this guy makes sense, and sounds older and wiser, and then I get to the last one, and see the guy, and then see his avatar. And then I realized he likelly doesn't have as much experience as I initially thought.Don't get me wrong, I do agree with most of what he's said, except the thing about how competitions are the best reason to make things.
Ya competitions are important, and good, but ultimately, the question does become for whom are you making things.

TBH, the most important thing he says is not about ambition, but about time. He mentions how instead of just consuming media, we should spend more time trying to create it.

Ambitious projects are for those who are true artists, and visionaries, those who have a unique message, and the drive to learn how to express it. (because they have no other sufficient outlet)

Starting small, and then build more and more, so in my opinion, ya, it's like the guy said, climbing a mountain. But if you only complete small unrelated projects, your essentially climbing many small mountains, instead of one large one, that is of similar or equal size.

I tell other hobbyists and indie devs, that I've been working on a single project for 3+ years, and I show them some of our more polished stuff, and they look at me like I'm a god among them, and these are people that have loads of small projects under their belt.

For example, at uni, there was a game dev club was part of, they're dev cycles were usually a year or less, and everyone was told to Not do 3D games, since they take just too much time.
So here comes me, been part of a 3D project for so long, and they all go, oh wow.... and although I tried to recruit, I was basically told by the club officers they'd like to help, but they were all only experienced in making 2D games.

Sure, the experience transfers, but each small project is usually unrelated to another. These people become good "generalists" but not so much "specialists", usually.

Just depends which you want to be more.

The question, as I said above, really just becomes, "how much of your life, are you willing and able to dedicate"

And after it all, no matter how good you are, what if you can't make money with the project? You have to have a back up plan if that occurs.

Honestly,
most of the older generation aren't sure what to make of all of this, we have management and other team experience, yet just not in a traditional 9-5, so most of them just assume game design = gaming, and the rest is history.

Edited by: GeneralJist

--

Our home page:

Honorgames.co

My 1st book:

Booklocker.com

May 21 2015 Anchor

Yeh, I agree with that

Though I think we should let BurningWill make some attempt at recruiting members, however that may go...

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