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Post news Report RSS New beginnings: Getting a great start

Sometimes you have to start over; sometimes you just need to start. Wouldn't it be nice to know how?

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There's always a beginning to everything. A new model, a new breakfast plate, or perhaps a new company. I'm not sure I'm the proper authority to explain how to find a great beginning for any of these except breakfast. However, I feel I can share from my own personal experiences, remembering mistakes and more importantly, what I've learned from them.

We once were Tinman Studios, LLC. No, not the one in Australia! You won't find anything about our old company, because it started and then ended, and I believe it failed because of it's bad beginning.

The scope of our first game was too big. How many times have experienced indies cautioned against just that?

Nah, you'll break the mold, you'll be different, right? These are things we say more toward the beginning of our life, in those teenage years (which you may be experiencing right now). To put it bluntly, it's an immature reaction and a clear indicator of a bad beginning.

Imagine pouring your heart and soul into a project for two years because the scope is so large, making no money, barley keeping a team together if you even have one, watching members come and go, hearing new interviewees saying, "The scope's too big, the scope's too big." Then finally, the weakness of your start will usually, eventually, inevitably, crush you in the end.

Start small. Yeah, really. If you're starting a company, a new game, a team, a project; know that there is a big goal to achieve, note and realize how big that goal is, then debate and discuss if you can put enough goals/milestone/achievements in place to reach it. Simple? I don't know, maybe?

Ask any 3D modeler worth their salt where they start. They start with a reference image or concept art, right? You'd think that would be all they need to start, but a good 3D modeler will look at the reference/concept and make a good start by first debating if they have the proper skill level. If they understand, in a good way, that their skill level cannot reach what needs to be made, then don't start. Either learn a few things first, or pass it to a senior modeler (most likely you're the only one, so learn). Don't just start without knowledge. Again, it is an immature beginning.

Any thoughtless beginning is stunted and is going to create a road block somewhere. Yes, roadblocks can pop up no matter how much planning takes place, but having a plan in place helps continue the journey/project/task even if you need a detour. Why? Because you can see the rest of the road. Think about getting around that road block - or even knowing you can. That feels good, that motivates and gives you staying power and confidence. Nike... I mean, "Just do it."

Perhaps if this article gets some traction, we can continue the thought, or something else you are interested in and lack knowledge/experience in.

We are now Hwy 21. Nope, we still have not made a game, but we have made a proper and mature start, and the goal ahead is actually achievable. Now new interviewees come in saying what a great game idea we have and want to be a part of it, because they realize it's a nice small sized project that can be easily cut into bite size chunks. And we are kinda creating a new genre...but that's a new article.

Thoughts? Provoking questions? Corrections? I'm here to seek knowledge and give anything I feel I've also attained. Looking forward to posting more, and sharing more about our new game, 'Buy This Game.'

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