Game Development Community

Making a company/production group?

by Aaron Weingartner · in General Discussion · 10/30/2006 (12:43 pm) · 5 replies

Ok...so...I've been designing a few different projects over the last seven years. I say designing because I seem to lack the skills that are directly associated with actually developing them into what I desire. This isn't to say I don't have skills, just that they are really for a different field of work, Which is why I am here. :P

Any way, what I wanted to know is, since I currently have more or less...$40 to my name..., would there be any way for me to be able to achieve the following?

FIrst, set up a group of graphic artists for making a cg animation series.
Second, set up a group to make an mmo.
Third, don't think I got a third...

The thing is I have been planning out a series called Empyrean Ruin. I have done pretty much all the reasearch I can to plan out the characters, major events, chronology of the series, the style it will be done in, the plausibility of technology in it, and even logical predictions of the future of this planet given certain ciscumstances. The only problem I have run into is the fact that I'm really not a writer, nor am I good at graphic arts. I do alot of blueprint designs and such, and as much as I would love to say it could translate to computer and 3d art, it really doesn't for me.

The other thing is related to Empyrean Ruin in the sense that I have made it share the history of the series, but since it is a mmo the situation regarding it's lore I have designed to be a bit more open ended though still reaching a depth that is actually interesting. the mmo is more of an exercise and expirement of gameplay and interactivity design that I have thought up over the years of playing other games and finding shortfalls or things that I want different.

So...of all this What I need to know is how might I be able to get writers, artists, programmers, and whoever else I need in order to form a small team with which we could develop a mockup of what we would be doing in order to get actual funding and finally make the series and game. I would end up managing the business aspect mostly as well as guiding the direction of the two projects, which seems like a bit overkill from what I can tell, but...meh...If I want it how I want it that's more or less what I have to do.

Might anyone be able to help with this dilema?

#1
10/30/2006 (1:20 pm)
A couple of quick questions. You mentioned you aren't a programmer, artist, or writer. Do you have any game development experience? Have you worked on any team to make any kind of game: board game, card game, software, ect?

There are a couple of ways to achieve what you want, but some will be harder than others. Most will be impossible =).

It's really hard to think of MMO development and game play as an experiment. Usually, this type of game is a culmination of past projects and experiments by an experienced dev team. However, if you wanted to create a "mockup" of an MMO, I'd suggest the lowest possible online experience on a scale. . .the LAN RPG. This prototype would be similar to a level or two of Dungeon Siege or Diablo. Just to show off the art work, game play, and concept.

Now, how do you get a team together? That's the hardest question. Depending on your location, you can scout local colleges for students who haven't been jaded by failed game dev projects. They usually still have some passion left in them :-). College students usually have everything you are looking for in a good dev team: free time, passion for the position (writing/programming/art), open minds, and usually work for little to no compensation.

I hope my 2 cents are helpful.
#2
10/30/2006 (2:01 pm)
Abuse college students like GG has done to me!

Uh oh...they're looking at me weird...

;)

On a serious note, college students are great for cheap technical labor, though you're still going to have to prove to any team that they should work with you and not just on their own projects.
#3
10/30/2006 (8:16 pm)
As far as my personal experience goes in game development, it's somewhat limited.

Most projects I have done are shows and short movies. I have helped out with a tank simulator game before with research on the actual mechanics of tanks, most of my work is associated with research and development of mechanics involved in things...guns, cars, realistic combat, I have also worked with a firend to make a prototype of a 2d visual office networking program that has thusfar gotten shelved.

My major field has more to do with managing groups and companies, that's what I've mainly trained in...I do have artistic experience, only very basic 3D art though and no animating, and as I said prior, I do a hell of alot of research and design.

I might be able to work with a college to make something. Washington seems to have alot of people who like this kinda stuff.
#4
11/01/2006 (1:17 pm)
My advice is not to put together a team for an MMO. It will almost certainly fail. Try putting together a team for a small single player demo that you can expand to your MMO. You need to set up something that can be done in about 3 months or less and then go to publishers with the prototype and ask for money for full development (again probably of the single player version). Or release the demo, see the response and convince the team that finishing the game means money for all. The biggest mistake people make is trying to build something way out of the experience and resources. If you can make a smaller game and get a demand for more then not only are you likely to have the budget and manpower to make the bigger game but you'll have a fan base as well.

As for putting the team together, post an ad on GG. Lots of people are doing it.
#5
11/05/2006 (1:47 pm)
As far as making the mmo goes my intention was more or less make something that "looks" like the game, but more or less is just eye candy for investors, not much actual playability involved until actual funding is obtained. It's all about the mockups.