Under Construction
How
to get your game development team...
...and
keep them together. - Ken Deel
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: (URLS will be added soon)
NDA - standard
non-disclosure agreement.
Compensation
for work, etc.
Member guidelines
- First you need to make sure
you have ALL of these things in place:
- Build
a great website around your newly formed game development
company and game. Attracting good people will require a lure much
like you will need to sell your game. Basically you are trying
to sell your game to these people to build your game development
team. Later on if you did a bad job selling your game concept to
guys who however did join, they maybe the first to go. This is
part of the way to build a solid foundation with your team. You
maybe the corner stone but your team is the foundation and the
building. Don’t
over do it either with B.S., you’ll be setting them up for
a big let down.
- Write
a good pitch. Again
you are selling this game to your prospective team members. So
be ready with a snappy sell that you can reply to interested
ones who dare to answer your ad. Have any and all questions they
may have with a readied answer. It will make you look bad if you
answer "I dunno" on something that you should indeed
know. You need to give this alot of thought, especially if you
expecting these guys to work fro free until a demo is release on
the faith in you game concept and leadership.
- If you want to seriously get a good team
together, have
your game all designed and ready for your presentation. You
are not selling a notion, how many times have you read of two
paragraph ideas from others somewhere? This is not enough to
start o, even if the idea sounds good. There is a lot of game
design to be done. Basically I designed my game over time from
part of 1996 to 1998. The project itself really didn't get fully
underway until January 1999. Before then I made
notes, lots of them. I carried a small pad and pencil so when I
was with an idea I would write it down. Remember that I was also
writing a story as well all my games will always have a suitable
story, and I suggest your should as well.
I
suggest you first get a short game design document together. Explain
the story concept, show some concepts sketches if you can. The
more you impress, the better chance to lure good talent into
your team.
- You
will need a plan for compensation and other issues ironed out.
In what way will your team be compensated?
Look at an early draft of what I proposed. HERE
[http://Url to be added later] If you don’t have a
planned way to fairly compensate all who donate their time to
your project. You may still lose some interested parties whom
which like what they seen so far.
- You'll
need to have a game engine picked out, tested, and ready to use.
So if your low in your budget, try to go with a more complete
"free" game engine. Fly3D, Crystal Space, Morphit,
Genesis3D, Jet3D, etc. This can be a time consuming progress to
really find out what you need. At this point you probably know
what Genre you game will be. So choosing Genesis3D
for a flight sim game is a bad idea. Know the limitations. Know
the game engine.
- Advertise
to attain members for your new team.
- Go
to PlanetQuake.com, GameDev.net, those kind of places.
- Colleges,
talk to the head of an area college art department for
possibilities.
- Newspaper:
if your in a small town, forget it, the people you need are rare
and the smaller the town the less likely you’ll find one
locally.
- Be
sure you know what you need:
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,
if they are really into this they will get better and really try to
learn how to be better to meet your request for the game project. One
guy can animate better than the next. You may have two guys and one
can animate a Quadraped
(4 legs) better than a biped. Just assign work
so that the project can be handed to the proper person to either
finish or take over from where the other left off. For more on efficiency,
refer to the this
document excerpt below
2.
Game programmer.
A college grad who knows C++ is NOT good enough, you need someone who
knows 3D math, vectors, windows and directx programming. We often
found that even experienced C++ programmers required much more
knowledge to be able to be of any use for game programming. You need a
guy who has been doing it for a couple of years as a hobby. This is a
skill not acquired through college, but often only acquired on their
own like with Quake2 mods. Even if you yourself know some game
programming try to get a guy who can work on his own without your
basically ":training" him for game programming. This is far
too time consuming and will eat up valuable production time where you
can really be doing stuff that applies to the game instead of being a
mentor to a newbie.
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:
" I have yet to find a job in the industry..so I work for
[computer hardware manufacturer]..."
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.
So you can always get them when you need them, just hold out some
money under their nose to lure them in when needed. ; )
·
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.
Beware!
·
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.
-
Avoid someone who may have
another game project, this doesn't work, no matter how
much the heart is in the right place. For one reason it is
just too competitive of an industry. Like working for the CIA and
KGB. Second dividing time between two when the heart should be
into only one sounds kinda cliché' and corny. But true in game
development as well. This only works for contracted 3d modelers.
Basically with these individuals, only give them information that
they require, nothing more.
"torn between two games, feeling like a fool..." (song)
-
Transition:
Example- If they are in school, be ready for a change:
"I am sorry I have to attend to my classes more so..."
will be what you may hear from one. Avoid people in or near
a transition stage: 1) Getting married soon (moving in
together)
2) Graduating soon 3) getting a new job 4) Got a girlfriend
5) converted to Buddhism. 6) Join the army. Any major transition means change, and
their work will suffer or they may decide to quit, be
ready!
-
Try to talk with them
to find out how they can fit into the project and for how long in
to their designated future. After all you need people that are in
it for the longer haul. It is easier to keep the familiar ones
aboard. They know the program(s), formats of 3d models,
conversion utilities, game concept. Anytime you have to get a new
guy you have to stop, pitch the game, show him around, get him
started. this is all about 3-4 weeks of delays, getting the new
guy up to speed, plus having you or one of your team stop what
your doing to do this.
-
Friend or NOT? You
would be surprised ones you thought to be your friend can quit
without warning and move on without a whim. Sure it hurts
the project, and you thought they were like a friend, but it is
better to keep the relationship at a player/coach level perhaps.
Rather than to add more to your expectations by considering one as
a friend. That complicates it more. You expect more from a friend
then just a mere acquaintance/team member. So keep your
prospectives in order, or at least learn to expect the
unexpected... because anyone can quit at anytime. No matter how
good your game project really is. Which brings me to:
-
Yes, be ready for anyone to
quit to get a “real job”. Most can’t hack it with
this responsibility, plus a fulltime job. This means to me is that
their heart isn’t in it to begin with else they will always find
time for game development.
- How
to keep your team together
- 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.
- Put
up a website or create a listbot newsletter for members that
consistently updates all members as to what the others are doing,
and how the game progress is coming. Send this out no longer than
every two weeks.
- Keep
em busy, always have the next project on deck and ready for the
asking.
- Reply
to member e-mails ASAP. Don’t leave these unanswered for long.
- Stay
in contact with your members even if you don't hear from them, try
to contact at least once a week for progress and casual maybe.
Also this is a good way to stay on tab as to who is really
dropping out of the picture unexpectedly. As for the good guys,
this is another way to keep them motivated seeing that the captain
is still at the helm and on the job.
- Lead
by example. When these guys see how dedicated you are and how hard
you are always working it rubs off onto them.
- Have
regular monthly meetings. Sometimes have all of them meet, other
times you may want to have a meeting with programmers only, or 3d
artist. Also list reason why they should attend so it is clear to
all that the meeting just isn’t an unproductive social chat.
- Be
tactful, don’t get attitude with your guys, and always show
appreciation for all they do.
Try to be careful to not offend, remember these guys are
artist, and unpredictable, and as an artist we can be a bit over
sensitive to critique of our work.
- Talk
with them on the phone every once and a while. This gives them a
sense that your still on the project, it's re-stating your
commitment to the project and giving them a sense that all of this
is real and you are serious. Here again you are selling yourself
as a "leader", the one who pulled together the team.
More so I can say it makes things seem more "real",
instead of just an internet thing only. I hope this makes sense
because this is important though we are getting into psych 101
here it applies.
- Try
to plan an in-person meeting for all, after the first 6 months. It
maybe more of a social gathering but, maybe this is when you can
spend allot of time putting together something to ready the
company and you new members. Form and Limited liability company on
this maybe, or plan on one. While you have everyone in one place
you can make the best of it and plan together. maybe restate some
concepts and ideas about the project, company, or their
compensation, future marketing of the game. This brings me to
another point.
- Show
that you are building a strategy for things to come well in
advance. Yes you marketing strategies, sponsorships, publishers,
the more you have laid out the better. you should really be doing this
anyways. (or have someone working on this with you) But I mention
this since it is good for morale. Another point that may help you
good people want to stay longer and work harder. This should
have been outlined to them when they were just prospective team
members.
- Memos/Documents
that help to organize the project better like BELOW,
are good to send to all members, maybe through LISTBOT or just
plain e-mail
- Remember
if you are promising later rewards you can't get to much of a
commitment in more than a word. Even hiring these people fulltime
isn't a guarantee they won't quit as you will read below:
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 tables
A 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
member of the team. If we don’t have someone who can handle, we will
enlist in outside help.
[more private company info here]
End of Document
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