This is how it’s done in the biz so there obviously is some benefit to it. The
trouble is, that it’s not easy. Working with teams requires good, clear,
constant communication.
In this article, I intend to cover recruiting
and working with a team.
-Recruiting Your Team-
So you have a great
game idea, but you know you can’t finish it by yourself or you need some help.
How will you convince people to join your group?
Before you start
recruiting you should have the following things.
1. Game creation
experience
2. Knowledge of your strengths and weaknesses
3. A Game
plan/High concept
4. Clear idea of what you need
Items 1 and 2 are
related. Once you’ve created a game, you’ll know where your specialties lie.
Most likely, you are talented at programming or scripting but have trouble with
artwork and writing.
When you make a team building forum thread you
should post your game concept and show that you have a developed idea. A clear
concept of the game would include the game name, setting, features and some
characters. (
See this article for more info about High
Concepts).
Once you have written down what the game is, post what you
need help with specifically.
-Luring Team Mates-
There are several
things to consider when trying to attract people to help with your game. In
general, when someone is looking to join a team, they look for a few
things:
1. Past Success of the Game Designer
2. Description of the Game to
be Created
3. Interesting Ideas or concepts
4. Organization and clear
goal
5. Realistic Goals and expectations
If you are new to the
community and start up a team recruiting thread, you will need to provide proof
that you have done this before, you have created a game. You know what it takes
to make a small working game. You may be enthusiastic and excited about this
idea, but in the end, a person is judged by past action.
The description
of your game, as mentioned before, should sound solid. The concept should be
there. Things such as sound and visual things do not have to be developed but at
least a story premise, some ideas for characters, world description, a battle
system. The more you have written or planned, the better. Someone looking to
join a team wants to know what they're getting into.
Things that are new,
fresh or sound appealing attract people. You may want to try a different kind of
class system or have a new idea on leveling a character. Although, it does not
have to be strictly game play that sounds interesting. Good Story ideas,
characters and settings also appeal to people.
Someone who can organize
and has a clear idea is someone who can at least be trusted to think things
through. Make sure you write well and pitch your game idea as something
exciting. It does no good to beg, sound desperate or immature. Such things will
tarnish a reputation and not make you desirable to work with. You sell yourself
a bit as well as your game.
If you have game creation experience, you
know how difficult some aspects can be. It is not wise to set a high order right
off the bat. To at least start the game you only need a few team mates to flesh
out the development. I go into this more later on.
In the end, it may be
the type of people you are pitching the idea to. It may be the genre you have
chosen or your game story does not appeal to a majority of people in a
community. If you can not find people in one community, there is no shame in
trying another community. Or you may want to reconsider your game concept and
change it to make it more appealing.
-Game Production Phases-
You
will
not need every role filled right away if you think of the game in 3
phases: Pre-production, Production and Post-Production.
Pre-production would
be the development team: Game Designer, Level Designer, Writer.
Production
would be the production team: Programmer, Mapper, (sprite
artist).
Post-Production would include: Play-testers, musicians, sound tech,
programmers again, and sprite artists.
The development phase involves
solidifying game play, story and characters. This involves lots of discussion so
it is important to keep things organized and recorded.
Production is
putting the plan in motion. This is where you would build maps, set stats, and
start working on a first demo. It is best to use "stand-in" graphics for the
sake of testing and take time to develop the game art.
Post-production is
the game testing portion and editing. This is where you work out the bugs and go
back to fix them until the game is awesome or you've exhausted your team. This
is also where you can add the bells and whistles such as original game art and
music.
Remember: details like original sprites, music and graphics can
be added later in the development. Using RTP graphics or filler for a demo is
perfectly acceptable.
-Job Roles -
It is important to be clear about
what is expected from each job role:
Game Designer: That should be you.
Head of the team and creator of the game concept.
Level Designer: Decides
what goes on the map and where, how to complete a level and so
on.
Writer: Writes in-game text: instructions, dialogue and so on. NOT
responsible for creating the entire story but can flesh it out or edit.
Programmer: writes the hard code for the game events
Mapper:
Works with programmer and level designer to create the map
Sprite
Artist/Pixel Artist: All refer to someone who makes the pixel art game graphics.
Graphic Artist: Artist that creates non-pixel graphics in the
game.
Sound Technician: Creates the sound effects in the game and
music.
Musician: Obviously, someone who creates the music for the game.
Play Testers: Someone enlisted and forced to play the game to find bugs
and errors.
It’s also best to check applicant’s resources. Pick someone
who can prove experience in their field.
-Team Work-
Working on a
team requires good communication skills, especially if you only know the person
through online means. (As a side note, online only communication tends to be
slower than face to face communication.)
As the game designer, you are
also the project leader. On top of your duties to design the game you have to
keep track of everyone on your team. The classic barrier is communication
between art teams and programming teams. As designer, you have to bridge that
gap and try to understand a little how each type of person communicates and
works.
Commonly, artists tend to be right-brained. They think abstractly
and are good at what they do. The thing artists hate but do need is a time
constraint and guidelines. Be descriptive about what you want from an artist if
you have a specific visual design in mind. Another thing an artists dislikes is
a vague description. An artist is creative, but guidelines are extremely helpful
and will give you the best result.
Programmers are stronger left-brains.
They think logically and not always creatively. Make sure you are exact in your
description of what you want the program to do. Pseudo-code it in your
descriptions to be helpful. Also be realistic in your programmer expectations.
There are limits to what certain programming languages can do. For example, try
to think in terms of conditions, events if-then statements, and so on.
Writers are a mixed balance of both lobes. Writing is a logical process
but also an artistic one. Like the artist, a writer hates but benefits from a
time constraint. Like the programmer, you should be specific about what you
want, but leave room for the writer to be creative.
In general, it is
good practice to set deadlines for different aspects of the game creation
process. Talk to your team-mates to get a general idea about how fast they work
and how much time they might need to finish a certain task. (If they attend
school, you should take that into account).
Setting an overall goal for
game completion is best decided after you have started developing. You can
guesstimate in your post about how long you expect to take, but don’t make it
THE deadline.
-Final Thoughts-
It is very important to remember
(especially in online communication) that you are working with another human
being. Life happens.
People are not machines. Flexibility is a trait
worth using.
Remember, usually online you are doing this for fun and as a
hobby. Other obligations come first for everyone. Do not hesitate to put the
game production on hold.
Be courteous in your language when
speaking with your team mates. Being difficult, stubborn and rude will only help
you lose team mates. If you treat team mates with respect they will show you
respect in return.
If you started it, finish it. Do not abandon your post
unless you absolutely have to. Also make sure you are consistantly online and
available for communication. People skills take practice too.
//end
(collaborating tips...might be a helpful thing.)