Genesis3D University: Your Dev Team - Genesis3D University is your resource for Genesis3D Game development
Download Genesis3D v1.1
|
Reference | ||
http://Welcome.to/Genesis3D-University
How
to get your game development team... In this I am mainly referring to a company who is creating a game on a turn key basis, more so because they are working with a low budget. The team acquired will be expected, as yourself, to be working for later rewards in exchange for a piece of the pie so-to-speak. More than mere royalties, these member become the founding members of the company spearheaded by someone like you. All of you working towards a common goal, the American dream of making your own video game. : ) Most never make it, and it is not due to a lack of a good game concept, it is just hard to attain who you need and to keep them and organize the efforts effectively towards the game. from stat to finish. not easy. It is far easier to get a good band from the basement to the stage, and few upon few can really get a good band going even. It is also assumed in this article that you will be advertising and working with a majority of your team members over the internet. All may find some good advice in here regardless of how there set-up is for their new company/game DEV team. Here are some helpful example documents: (Some URLS will be added soon) NDA - standard non-disclosure agreement. Compensation for work, etc. Member guidelines
1.
3D modelers: Often times a modeler
doesn’t “skin” like you would want them too, they really need to be
able to make/attain their own image maps, and skin the model well. But
don't fuss you can always get a good modeler and have another artist make
the skins. Also be patient will all of your team, 2.
Game programmer. 3.
Level designers: A guy
who can make realistic worlds and design a good game play map is as rare
as a good game programmer. Plus
it would be even better to find one who can make their own textures. This
is easier on the project, especially if you are going to have most of your
team working for the game out of your town.
But asking for that skill as well may narrow down your prospect
list to nil. After all the more skilled they are, the more you will have
to impress them to work for free for a while until your DEMO is ready at
least. Hopefully all will view you game project as a ground floor
opportunity with a start-up company and great new game deign/concept.
After all it seems otherwise a damn near impossible venture of actually
getting a job elsewhere in the game industry. Unless you want to build
Games for Las Vegas casinos. Not to encourage anyone out there, but I have
meet extremely talented programmers that have been doing it for 20 years,
who say: 4. Texture artist: You come up with a list of texture needed for the game and give one of these guys a crack. Often they don’t have to really be an artist. Just have a flatbed scanner, a digital camera maybe. And a nose for finding textures. These people are the easiest to find. And also the quickest to go, yes they seem to be more so unstable. But finding someone who can actually prepare the texture for the game is the real trick. Seamless tiling and proper color key for images with a transparency area. In the beginning I did this all myself, I still do my own more often than not rather than to wait when I want a texture for level construction that I am doing. Oddly I noted that the more talented people are in fact the most stable ones I have had the pleasure of working with. This reminds me of the rock band days again as well. The ones with the inflated egos always thought they were better then what they are. And your great musicians humbly go about their business professionally and with a job, as always, well done. (Another psych 101 for ya) 5. A real 2D artist: this guy can make textures that you can't otherwise simply scan or snap. He can do the commercial art for the game, marketing, game manual, game box, splash screen, create skins for the 3d models, conceptual art, company logo etc. This guy can fill in all the gaps. Every good game dev team needs one of these guys (besides yourself). 6. Get
your business manager "later" when you have
money issues of a higher nature. Try to manage these things yourself at
first, at least until you get a major company going. There is really no
need to have a nose for money until you make money. Besides non-creative
types like a "Business manager" aren't at all willing to work
for free for later rewards. Same goes for marketing managers and other
"suites". Try to find these guys within your team at first,
until you have the need to go with a "specialist". Remember your
development team is made up of rare individuals, and business and
marketing guys, quite frankly, can grow on trees.
·
Request a custom sample
when possible. Far too many times these
people “steal” work from other 3rd party artist. I am
talking mostly of ones you will meet on the web. They will show a
3dcafe.com model as something they did from scratch.
Textures from Golgotha as one they did. How do you tell? You may
face copyright infringement and heavy embarrassment after publishing if
you have this happen. Or compensate this person financially for work they
never did. And believe me it
happens a lot, more so with the portfolio of their work. They use other
people work they think you haven’t seen to get their foot in the door.
Don’t worry, they will soon be exposed for the fraud they are. After you
request a specific assignment. Wait as they takes months to complete it.
Only to have them disappear later without warning… Create a document
with a heavy message about using stealing 3rd party art work to
submit as your own. Imagine paying a contract artist who all along was
submitting copyrighted pre-made
work he extracted for an unpopular game title. · Give a probationary period before you give away to much info about your project. The regular guy gets board, a short attention span that soon dissipates away from the long and tiresome game dev project. This individual needs a change, something new always. Usually either can't stay on any one thing for long or his/her heart is not truly into the project at all. TIME WILL TELL. that's why you have to really test their dedication through time. When the "newness" of it all wears off, what will they do next? I remember not ever being able to get in touch with a local, who’s phone was always busy. Why? He is an internet deathmatch junkie. Plays it all the time. And takes 4 months to get his first 3d model done. If you call it done. These are people who are not disciplined enough for such a venture as game development. I suggest you find others if you learn you have such a person. Research some info about how companies weed out prospects for jobs - A few tips are given here, but many things can be picked up just by a few simple questions and simple observations. But you have to know what to look for. Reading article on how to score big in an interview is a good start. There you learn what an employer should look for. grant it this article is about starting a team for a turn key project. However you may want to be forearm and forewarned as to who you are considering as a valued team member. After all your development time is valuable. and the more people who came and go, the more delays and other B.S. you have to deal with.
- Dedication, good work
ethic, motivation: You’ll want to keep the moral high and the team
encourage, basically getting the team is easy compared to keeping it
together.
I found an excellent point made in this excerpt from Game Developer Scott Bilas on the Gabriel Knight 3 development team’s moral: (another development "what went wrong story") See it HERE An example memo DOC Memo to all team members: From Team leader We need to effectively apply an assembly line order of things when necessary. What I mean here is if someone say is not a good animator, then simply pass it on to the better animator. Being too proud to ask for help is not good at all. Level designers may need another artist to create a texture; Musicians may need someone to write a better guitar line. Don’t expect to do anything all yourselves, and please don’t be offended if you are asked to allow another to complete the next “phase” of you project. Even if you started it yourself, or there was no mention to you of passing it to another team member. Myself included, no one is an exception to this really. MS Project time tablesA website located at the [private website URL] website will have a page containing a MS project document that will contain all of what everyone is currently doing, complete with requested completion dates and so on. We all need a completion date as a reference, and the project seriously needs this sort of organization. I hope to have this implemented soon. Working
for free? We can’t ask for much, nor complain much before this date if anyone is not really putting in much time on the game. Sometimes it seems as though members are slacking off, with no truly legitimate reason. Regardless of not getting paid now, this isn’t a good work ethic, I for one as some others do, truly, Love doing this, else I couldn’t tolerate logging in long hours on this. The work itself to me in many ways is fulfilling and my own reward. Else I might get bored, lazy, distracted, or whatever takes me away from using my spare time that can be so valuably use for the game. Yes, everyone has been working for free for the later big rewards. But we do ask to take this seriously as though you are getting paid. Don’t let money be your strongest motivation, but let simply “for love of the game” be your inspiration and encouragement, as though you are getting paid. After all you WILL be paid for you completed work that is to be used in the game at some point, in someway. SO please don’t take the attitude as “I am not getting paid, so you can’t expect me to stick with a time-frame, and make demands on me…” This doesn’t mean that anyone of you have said this. ; ) Some of us are not following that attitude at all. And we ask that ALL of the rest of us don’t think that way either. Where would a band be if the songs were not written, rehearsed, and perfected? Still in the basement. They don’t get paid. It takes more to do this game then it does to get a band road ready almost. Imagine your band getting stuck in a basement for 2.5 years? Would be getting on each-others nerves I guarantee. We are all partners in this business venture not just “Team members” you are investing your valuable time and skills into a growing soon to be successful company. That you will be a part of instead of just being another guy punching in the clock. You will be in on the decision making, get to talk of some of your ideas. Yes, and executive in a sense, who will always be a “honcho” even when new guys come in later after the first games release. Keep the actually goal in mind people and please take this very serious. If you want us to take you serious. Back to the band metaphor; someone had to set some organizing starting with a song list; every member learns a new cover-tune per week. Now if the guitar player for example get that attitude he will fall behind the others and eventually he maybe replaced. Team work here again, what you do may affect the other. Even if you decide to use OtherWorlds a catalyst to aid in getting another job elsewhere, how you behave and perform with us, will be heard across the industry. Good or bad. With Freedom comes CHAOS:Basically giving someone a list and letting them choose what they want to do is a bad idea. Yes it worked with Gerald for example, because he knew what needed to be done first, and in what order the rest of it was to be placed in somewhat. But in general he is an exception. Another [person may like the freedom, yet not stay on any one thing long enough to have a one single completed project. Just many unfinished ones. Its too hard to stay on track that way. So I am assigning one thing at a time, this is where the “set time frames” recorded on a MS project DOC can be useful. To keep everyone on track. Priorities change from day to day sometimes so, I plan on sticking with the “one-thing-at-a-time” method, while implementing the use of the Microsoft project documentation of this and any future game development. This will help on the organization and completion time as to the project. PERSONELLE
CHANGES: This can and has been a major set back; Gerald has many times wasted time breaking in a new guy only to have them not last all that long with us. Programming seems to be the hardest position to fill; the second would be Level designer. This has slowed down the progress of the game but slowly it all falls into place. And I believe we have much of what we need now, not much more BS to deal with. No major personelle changes needed any game engine decisions, just development now. Expect this portion of the game develop to go much faster and smoother. Meanwhile as you read/hear this Document. We have added three and discarded one. [removed specifics of mentioned names] ... and the others are here in Springfield that are very good and very enthusiastic about working on the game with us. And we are glad to have them. Good
practices: 1. Have a meeting at least once a week within your department. 2. Discuss tip, and things you have learned, to swap ideas so you can learn from each other. 3. Don’t be afraid to surf the net, and copy and print box loads of online tutorials exploring new techniques to perfect you craft. Buy books, lots of em out! 4. Don’t be afraid of asking for help, or of passing your project to another so that it can be finished sooner, or better done. Please contact Ken if you are to transfer the project to another first. 5. If you expect that you can’t get an assigned task or project done in the “time-line” set. Speak up and say so ASAP, so that another may do it instead. 6. Don’t spend to much valuable time “learning” just do, try to learn new things when it doesn’t interfere with your current project's quality or time-line of completion. 7. Your are asked to stay in touch with your projects leader and give weekly updated reports as to your progress. E-mail is fine, or by phone. Feel free to contact Ken Deel whenever you feel a need to discuss anything: [private phone number] Now for the bare bones: Organizing each department: clearly defining each department: The following Creative departments are current; this structure I propose is to remain: Again I ask that Pride here is to
be set aside and teamwork is to be emphasized. You can’t be afraid to
ask for help. No one will be ask to enlist ion help unless they themselves
can’t come up with what is requested, and in the requested time-frame
set. Where one of
us is lacking another can compensate. We are a great team and company
combined not individually. Please remember that. Know your limitations, we
are allowing for the learning process, as we always will unless it is far
to time consuming for one thing. Then the project must be “finished”
or “continued” by another [more private company info here]
End of Document ********* Get Genesis3D University on CD ! The Genesis3d
UNIVERSITY [G3DU] CD ******
|
|||
To report "errors" and to post comments e-mail us at KenDeel@mail.com This Website Created
and Hosted by OtherWorlds InterActive. |