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I'm looking to start an indie team. (And go bigger from there) (Forums : Recruiting & Resumes : I'm looking to start an indie team. (And go bigger from there)) Locked
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Feb 24 2015 Anchor

Hello all my name is Fabian Els and gaming is my absolute passion but more so I'd like to make games and try to inject my own form of madness into the industry. My skills include modeling with zbrush and concept development, I believe people might like my ideas but I need a team to make up for what I lack. Now words alone probably won't be enough to win people over so I'm going to be posting images of what I've done on zbrush so far so please track this thread people as I will be updating it as soon as I am able!

Some of the things I've done.
S1383.photobucket.com

S1383.photobucket.com

Apologies for these links as I have no clue how to properly post an image on this site, and I would like it if someone could show me how, sorry for my inexperience!

Feb 24 2015 Anchor

I recommend cutting your teeth first by contributing some works to an existing project.
Hold off starting your own team until you have a portfolio of at least 10 separate project contributions.

Feb 25 2015 Anchor

Agreed,
in order to start a team, you need to have both skills and a vision.
Having one is not enough.
Most people who post saying they want to start a team some how think that people will all be amazed at them, and you will be the leader.
No.
Leadership and team building takes months to years.

You should say your trying to start an indie project, and have some ideas ready.
Most People these days jump to indie and think they can do fine, I'd recommend starting at moding, then working up to indie.

idie means you need to build everything from ground up, everything, all the assets, all the code, pick an engine, learn the engine, and them spend years, yes, years in refining what your doing.

if your not ready for that yet, then learn as much as you can. and try and go from there.
your an artist, go out and find a team and project you like, and start from there.

Build a team without a project is useless, and building a project without a team takes too long.

The indie level is above the modding level, jumping straight to indie is tough.

The way you make it sound, and indie team is the low level and go up from there, no, indie is an intermediate level.

Edited by: GeneralJist

Feb 26 2015 Anchor

Deadman1020 wrote: Hello all my name is Fabian Els and gaming is my absolute passion but more so I'd like to make games and try to inject my own form of madness into the industry. My skills include modeling with zbrush and concept development, I believe people might like my ideas but I need a team to make up for what I lack. Now words alone probably won't be enough to win people over so I'm going to be posting images of what I've done on zbrush so far so please track this thread people as I will be updating it as soon as I am able!

Some of the things I've done.
S1383.photobucket.com

S1383.photobucket.com

Apologies for these links as I have no clue how to properly post an image on this site, and I would like it if someone could show me how, sorry for my inexperience!


I would like to be a part of your team. since in new too.

Feb 26 2015 Anchor

Holy cow!

Dream Killers, like those two should not be allowed to give advice.

I bet neither of them have ever started a team or made a single indie game.

Whereas, I have done both.

Right now, I am a leader of a team (three people including myself) and am looking for 1 more GML coder and 1 more 2D artist.

We are making two games side by side!

Pixel Destiny and OCTOFORCE the Paradigm Experiment.

You can find us here: Sssindieprojects.blogspot.com
and here: Gamejolt.com

And if you search for us we are on linkedin, facebook, twitter.....

I have led teams of people before, in my professional life as a logistics manager and as a writer in a manga circle.

From my experience and from the many example I will show you, most indie games are extremely easy to make.
Some of them are complex. It depends on what your game's concept is.

Indie games are at the bottom of the skill set and not mods.

Making an indie game is easier than a making mod.

Why?

1.
Mods require a lot more experience in programming than making an indie game.
With a mod you have to learn the engine and code language that game was made with.
Therefore you have no choice about which language you use.
Therefore, you don't get to choose the level of difficulty of the language.
That game could have been made from anything... C++, Java, Delphi, VC++...

Whereas, with indie games you can pick any language you want to use.

And with languages/engines such as Gamemaker (GML) or Unity3D, half of the programming is done for you.
Because these engines/langauges are supported by compete software packages that do most of the workk for you.

Gamemaker (GML) or Unity3D also include, several built in tutorials, and many close-knit online communities.....

2
With a mod you can end up doing a lot of work for very little results.

When starting a mod, you have no idea what is involved in using that particular language and engine. You may need to learn some very high level coding just to finish a simple mod.

Whereas, with indie games you can do a little and make full games in a short period of time.

If those two Dream Killers think making an indie game is hard then they need to wake up, get out of their
bubbles, and go to Game Jolt or itch.to where 100's and 100's of indie games are made every year by teenagers.

I am talking about games being being made by 14, 15, 16, and 17 year old kids who are in high school.

I know a few of them.
Two of them work for me, part time as 2d artists.

Then there is this guy from the Netherland, he is 17 year-old.
Gamejolt.com

Where did he get his years and years of experience from?

He is 17 year-old.

In the last two years he has made 7 indie games while going to high school and doing his homework.

Where did he get his years and years of experience from?

A previous life?

Then there are these games:

Gamejolt.com
Gamejolt.com
Gamejolt.com
Gamejolt.com

They are very very simple to make.

I asked Daniel Linssen who made Birdsong, "how long did it take you to make this game?"
I was curious because it has shaders in it. Shaders are a pain when you first learn about them.

Daniel Linssen said and I quote," It took just under 48 hours, it was made for Ludum Dare 31."
If you go to that game's page at gamejolt you can read his quote.

I wonder if any of the so-called experts have heard of Ludum Dare or a game jam?
...wherein people compete over a 48 hour period to make indie games.

Literally, indie games can be made in less than 48 hours!

If you go to...
Html5gamejamworkshop.appspot.com
..you will find a game jam that only allows teenagers!!!
And that game jam is not the only game jam for kids (only) and I mean for kids.

THAT is how easy it is to make an indie game.

Other game jams include...
Ludum Dare
Ludumdare.com
and the global game jam.
Globalgamejam.org

How complex are indie games?

Like I said it all depends on what you are trying to do.

Myself I have been using gamemake for 14 months.

I have already made over 15 games.

I made seven games in my first two days using gamemaker.

How?

They have tutorials that walk through the whole process step by step.

I can't claim them as "my games" because they are tutorial games owned by yoyyogames, but still THAT shows how easy it is to make indie games.

Look at angry birds and candy crush...these are super simple, easy to make. My 14 year old son can make these with little work or game dev experience using no code.

How is that possible you ask?

Get out of the bubble, get out of the box and look around at what is avaiable in terms of software application and indie gaming engines.

For example, with game maker you can make indie games without using a single line of code.

That is no bullshit.

It's called 'Drag and Drop'...Wherein you drag and drop elements and objects into columns of easy to
understand flowcharts.

In fact the idea of 'Drag and Drop' has been taken full steam by Stencyl... Stencyl.com ...wherein you can make marketable game apps and sell them on the net without ever using a single line of code.

Meanwhile, 2D platformers, Atari shooters, and game apps are just the beginning.

What I just covered was the easy stuff...I haven't even gotten into 3D yet.

If you think that game maker and unity 3D is only for amteurs then check this out...

Aaru's Awakening is being sold on PS3 and PS4
Gamejolt.com

Check out the graphics for the upcoming Unity engine:
Blogs.unity3d.com

If you go to madeinunity.com you will find ORC: Vengeance, and Rad Soldiers and many, many other bad ass marketable 3D games made with unity that are being sold on the net.

But if you want to stick with something simple and still want to sell indie games there is Itch.io
and dlsite.com.

Neither of these sites charge you upfront to sell a game.
Dlsite.com asks for a small percentage and I think itch.io is actually free.


But then coding isn't your problem.

Finding the right people and avoiding Dream Killers are your problems.

1. Don't rely on just one forum. Hit every forum that is relevant to indie game development.

2. use social net sites, there are several of them, make pages for your games.

3. have a blog and update it frequently. If your last blog date is older than a month people will assume your project is dead.

4. learn how to use google docs, skype, dropbox.

5. learn how to talk to people, learn how to communicate your ideas.

6. be passionate about your ideas. Fire shows desire.

7. Do not listen to people who have never done what you are trying to do.

8. Learn how to manage yourself, your time, and other people. That is a skill set that very few people truly master.

9. Never listen to naysayers, cynics, or pessimists. Could you imagine how our world today would be like if Einstein, Thomas Edison, Issac Newton, or the Wright Brothers had listened to the naysayers, cynics, or pessimists?

These kinds of people don't have the courage or the determination to pull off anything new.
When they try anything new, they reach a small amount of difficulty, then they give up and believe that it is too hard or down right impossible. And, because it was too hard for them it MUST be difficult for every one else. After which, they go through life dis-encouraging everything they meet.

10. Most importantly, looking at art you have done for other projects is not going to convince someone to join your effort.
We need to see art from the project you are proposing.
You need to have charts, level designs, AI designs, backgrounds, sprites, an outline of the game, how all of the game play works, and all of the inner mechanisms will work.

That art will show you are committed, that you are making progress with that game idea and, that you have a working vision of your game and not just a steamboat idea.

That does not mean you need to understand code, but you do need to understand game development.

It would help to be a part of team started by someone else before hand. But it's not required.

In the field of game development, I never worked for someone else.

I always become the leader I needed to be and went with it and learned as I went.

But then I am very driven person and that makes up for a lack of experience. Because everything can be learned.

It really doesn't take as much time as they claim if you are committed to your goal and driven to succeed.

Don't quit and don't make excuses.

When you mess up: admit it, learn from it, and move on.

Edited by: retro_epiphany

Feb 27 2015 Anchor

never in my life, dream killer? hmmm
oh sorry, just got back from a talk by Brianna Wu Co-founder of Giant Spacekat
and I'm going to a QA by Chris Metzen tomorrow night......

oh I'm sorry, but I'm a project coordinator, PR manager and lead writer of a team of 12 other people.
ya.... I don't know what we;re talking about....
Sorry If I sounded dreamkiller ish to you.

I merely meant people should know what their getting into, and expect it to be hard.
TBH, your not doing this guy any favor by trying to tell him it's a simple business making games.
When I talk Indie, I refer to independent game designer companies, not people who make a 2D game in a 48 hour game jam and call themselves indie
Nor are you doing him a favor by getting hom to think he'll make the next flappy bird in 6 months and become famous.
Game design is no get rich quick path that so many new devs hope it is.

In my mind, your not true indie until you have a register company.
But there is different levels of indie ofc.

You did break down the difference of a mod ok, but you forgot one important thing mods have going for them you usually start with a base community for the core game, that is a seed audience, which you can expand much easier.
Where, in the other case you must build your community from the ground up. A much harder sell.

We just had misunderstanding I think.
AND YOU SHOULD KNOW, QUALITY OVER QUANTITY.
no disrespect for the 15 games you've made, but how long was your development cycles?

If you tell me anything less them a year, then I'd say good start, now go commit yourself longer.
Me and my core team have been at it since summer of 2011.

I do agree with most of what else you said though. but to tweak 9. know the difference between naysayers and pragmatists.
Naysayers are indeed as you describe, they're bitter and just downers, who complain because they can't create themselves, so they feel the need to bring others down.

Pragmatists keep you grounded when you need it. They tell you why they think it's a bad idea, and run through the logic, they take the time to critique because they want you to get better.

It takes luck, skill, vision, drive, dedication, good social skills and more to make it in this field.
Here's us if your interested:
Moddb.com

I'd fail at all my jobs of I was ever a "dream killer"

Was going to send you a friend request, but it seems this mild misunderstanding just won you a potential new team member.
@ deadman,
if your reading this,
seems like this guy knows what he's talking about, and he kinda thinks like me, so go have fun.
next time,
ask me to explain myself more before letting me or anyone dash your dreams.
I just want you to be ready when the time comes.
A friend of mine was going to digipen, and droped out, I asked him what happened. he said:
"I like playing games. so i thought I'd like making them"
Don't ever think that mate. just don't.
If you do, save yourself the trouble, and find a different field.
I'm sure you;ll do well

As in life and Game design, you can do things the mainstream easy way, the path most people try and take, or you can carve your own path with your blood sweat and tears.

The Truth is what you see and who you are, don't let anyone tell you different.

Edited by: GeneralJist

TKAzA
TKAzA Rightio then...
Feb 27 2015 Anchor

Well that escalated quickly.

Feb 27 2015 Anchor

Hi All,

Intresting debate here, I am no way a pro in making games and have very little knowledge, I am too working by myself , I work full time and work on my project in the evening and at the weekends.

I pay for outside sources to do my pixel art and I put it together, I have been working on my engine for my game for the last 15 months and I believe that the engine will be completed in about another 13 or so months from there I should be able to create the levels etc very quickly and add more when needed.

My question is , once you have a project / game etc what is the best method to getting it noticed?

Please have a look at my videos and art work on the facebook and twitter account , many thanks!

Facebook.com

Feb 27 2015 Anchor

TKAzA wrote: Well that escalated quickly.

You took words out of my mouth lol. But some of them are correct. And honestly this guys models ugh, he needs to improve a lot.

Posting two images isn't enough.

Edited by: GamerWolfOps

Feb 27 2015 Anchor

"how long was your development cycles?"

As any experienced project leader knows, the development cycle depends on the project.
Those were projects that I learned with, so obviously they were short.
As I told the OP, he can start small with his indie game and not quit just because some people say its too hard to do it at all.

As far as doing larger projects are concerned, take a look at what we are doing at our blog or on game jolt.
We are doing 2 full fledged games, right now.
One of those games we have been working on since Feb of 2014 and will have enough graphics to be on PS3 or PS4, when it is done. Mind you the graphics are not there yet. The game is still much into the development stages of code.

"know the difference between naysayers and pragmatists. Naysayers are indeed as you describe, they're bitter and just downers, who complain because they can't create themselves, so they feel the need to bring others down. Pragmatists keep you grounded when you need it. They tell you why
they think it's a bad idea, and run through the logic, they take the time to critique because they want you to get better."

I would agree with that 100% and, myself I would, add that most people who call themselves pragmatists or realists, are really not either one.
They are pessimists or cynics and are full of self deceit when it comes to the potentials and possibilities that we have as people.

The difference being when someone who tells you that you need to make a few adjustments to your plan, your strategy, or usage of certain tools—
as opposed to someone who tells to just give up and quit because you're way out of your league and you need to go back to school.

After reading your comments twice, GeneralJist, I felt the latter was what you were telling him.

The beautiful thing about making indie games is that you can start small and learn as you go. Like I did.
I started out making really small games and then moved on to full fledged games.
That is my final recommendation to Fabian Els (the OP).

Game jolt is full of small and simple indie game. Small and simple are the height of complexity some people care to go. Small and simple are fun, easy, and sometimes the creators make a lot of money from them. As was he case with candy crush and angry birds.

Luck isn't real, its a misled idea that some people have about opportunities.Opportunities are made by people who work to achieve them and are not created through some mythical force, like destiny or karma.

“Dream Killers, like those two should not be allowed to give advice.”
While, I admit that comment was going to far, I feel strongly that if people are denying your ideas instead of giving you a new path or strategy to work with, that is not advice to begin with.

If GeneralJist is the former and not the latter, then I am sorry for confusing him with a dream killer.

Feb 27 2015 Anchor

Wow not trying to offend anyone here, or start any random debates I'm just trying to get people's attention in the hopes that someone will want to work with me because I know I can't do this on my own so I need to get people working with me to make up for what I lack I mean all I can do is model and come up with concepts you can't exactly make a game with just that and when I say come up with concepts I don't mean to put myself in a leadership position or anything I just want people to help bring my ideas to life and not my ideas alone hence the reason I want to start up a team I mean come on the people who are making the forest consist of like 4 guys who I'm sure are all good friends.

Feb 28 2015 Anchor

ok, see look, here's another misunderstanding,
When I hear someone say "I want to start....."

That usually means they want to or have an idea/ concept or plan in mind to begin.
If I said, "I want to start a revolution" then you'd think I'd had pondered what I'm doing in great detail, and assessed my skills, connections and knowledge to try and accomplish my goal.

I don't mean you haven't, but if you want to be "the starter" or something I've been several times, a "founder", then you need to have the skills, dedication, persistence, patience, etc. to push it forward.

Deadman, your comments suggest your intention is to just see who might want to work with you on a new project?
If so, do you have any ideas? specific plans? If yes, then let those be known. My original point, although apparently harsh, is true, you need to have a GOAL for to recruit .
You need to show them why your an asset, or why you have connections and knowledge that people will come to you, even if you don't have anything clear yet.
Are you looking for a short term commitment or long term?
Are you looking to work with people of your age range?
Which Genres do you like?
FPS? MMO? RTS? what kind of project?

These basic things need to be defined if your looking to start a project, if your looking to join a project, find something you are drawn to, or people you want to work with.

Right now you're just shouting that your looking for people.
People to do what?
for how long?
Using what tech?

No offense, but how did you expect a solid response when your so vague?
@ silicon,
we're good.
Good luck,

this post is not meant to be about our projects, but helping this chap figure out what he wants.
yep yep

Mar 4 2015 Anchor

OP, don't let poor constructive criticism get you down. In my professional life I am an engineer. I consider myself one of the good ones that respect opinions of people that are not engineers. I hear all to much how horrible we are at that.

From my years of looking in at the dev scene and not partaking in it, video game developers can be very much of the same. Unfortunately my management and apparently game develop management offer poor constructive criticism as they would rather tell you how difficult something is and how unobtainable it is rather then encouraging you.

One thing all of us engineers are aware of is the power of failure.

It's here and now in 2015 we are going to see passion prevail over specialized training and years of education. The technology has changed from creating to learning to producing. Man its a brilliant time. Go forth and challenge yourself, listen to Noone that tells you 'you cant'.....because you can. And when in doubt, YouTube it ;)

Edited by: TrueIndieMMO

Mar 5 2015 Anchor

I want to share my two cents too:

The way I see it is that you all want to help this guy, because you can see where he is at and you once were at that point too. However, keep in mind that this guy is a beginner and there are a lot of information given, which really aren't relevant for him at this point. It's definitely an interesting topic to discuss, what the best way to learn is, but I don't think this thread is the right place to do it.

@OP:
First of all, I recommend that you start a new thread, because this debate is not going to help you in the recruiting process. And regarding your question about how to embed images: Upload your image to an online hosting service as you already did and copy the direct URL (right click on the image -> copy direct URL). Now, whenever you want to add this image to your post, use the following syntax: [ IMG] DIRECT URL [ /IMG] (without the spaces in the brackets). Make sure to click on the "preview"-button before posting the thread, to check, whether everything is correct.
*edit: I've seen you already started a new thread

The reason why this debate was started is because your title of the thread already implies that you do not know what to focus on right now. You stated that you see the option to go bigger after the foundation is done, which is a nice vision to have, but it's too far in the future to even mention it. Whether you start with an own project or join an existing project at the beginning doesn't really matter, I think. It comes down to personal preference. In the end, you are going to need a lot of experience about how the game development cycle looks like and how a project is structured and planned in order to be a successful team leader. Where this experience is comming from does not matter, but it needs to be first hand experience. There's literature and video material about how to organize yourself and a team, how to start planning a project etc. out there. I recommend checking that stuff out and then apply it, play with it and see what results you get, learn from it.

Last, always keep in mind that the amount of time you spend on your representation of yourself and the project, will define the quality of talent you can recruit. Meaning, the more professional your thread is looking (structure, content, style) the more professional people you will attract. If you only want this first project to be a fun learning experience with other people, who are new in their field of expertise, keep it lose. However, if you are more serious about this, study other recruitment threads of more professional projects and learn from them, then adapt and improve your own recruitment thread.

cheers.

Edited by: iqew

Mar 5 2015 Anchor

iQew wrote: The way I see it is that you all want to help this guy, because you can see where he is at and you once were at that point too. However, keep in mind that this guy is a beginner and there are a lot of information given, which really aren't relevant for him at this point


^ This.

I wish the OP all the best and hope he's able to get off to a good start.

It's important to note that majority of aspiring game devs fail. The secret is to not be in the majority.

Edited by: ccbytes

Mar 7 2015 Anchor

here here^
My advise to not be in the majority is to also study or get involved in something that is also your passion.
For me, I study social/ personality/ organizational psychology, with a personal research focus on how people structure and interact in online environments.

Not to mention an interest in all kinds of social and natural sciences.
A true artist of any kind has a message and a voice, find yours and convey it through your work.

Edited by: GeneralJist

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