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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. 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! |
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Feb 24 2015 Anchor | ||
I recommend cutting your teeth first by contributing some works to an existing project. |
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Feb 25 2015 Anchor | ||
Agreed, You should say your trying to start an indie project, and have some ideas ready. 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. 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 |
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Feb 26 2015 Anchor | ||
I would like to be a part of your team. since in new too. |
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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 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. 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. 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. Gamemaker (GML) or Unity3D also include, several built in tutorials, and many close-knit online communities..... 2 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 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. Then there is this guy from the Netherland, he is 17 year-old. 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 They are very very simple to make. I asked Daniel Linssen who made Birdsong, "how long did it take you to make this game?" Daniel Linssen said and I quote," It took just under 48 hours, it was made for Ludum Dare 31." I wonder if any of the so-called experts have heard of Ludum Dare or a game jam? Literally, indie games can be made in less than 48 hours! If you go to... THAT is how easy it is to make an indie game. Other game jams include... 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 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 Check out the graphics for the upcoming Unity engine: 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 Neither of these sites charge you upfront to sell a game. 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. 10. Most importantly, looking at art you have done for other projects is not going to convince someone to join your effort. 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 |
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Feb 27 2015 Anchor | ||
never in my life, dream killer? hmmm oh I'm sorry, but I'm a project coordinator, PR manager and lead writer of a team of 12 other people. I merely meant people should know what their getting into, and expect it to be hard. In my mind, your not true indie until you have a register company. 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. We just had misunderstanding I think. If you tell me anything less them a year, then I'd say good start, now go commit yourself longer. I do agree with most of what else you said though. but to tweak 9. know the difference between naysayers and pragmatists. 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. 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. 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 |
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Feb 27 2015 Anchor | |
Well that escalated quickly. --
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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! Twitter.com |
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Feb 27 2015 Anchor | ||
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 |
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Feb 27 2015 Anchor | ||
"how long was your development cycles?" As any experienced project leader knows, the development cycle depends on the project. As far as doing larger projects are concerned, take a look at what we are doing at our blog or on game jolt. "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 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. 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— 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. 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.” If GeneralJist is the former and not the latter, then I am sorry for confusing him with a dream killer. |
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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. |
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Feb 28 2015 Anchor | ||
ok, see look, here's another misunderstanding, That usually means they want to or have an idea/ concept or plan in mind to begin. 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? 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. No offense, but how did you expect a solid response when your so vague? this post is not meant to be about our projects, but helping this chap figure out what he wants. |
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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 |
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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: 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 |
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Mar 5 2015 Anchor | ||
^ 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 |
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Mar 7 2015 Anchor | ||
here here^ Not to mention an interest in all kinds of social and natural sciences. Edited by: GeneralJist |
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