Trying to get a team together
by Joseph Dugan · in Jobs · 09/05/2008 (9:58 pm) · 4 replies
We are trying to put together a hobbiest team at Hellrazor Studios. We currently have a small team with concept ideas.
We would like to produce either a 3D mmorpg or a 2D mmorpg and later move it to 3D.
We will not have a payroll, however, after the game is complete, depending on the work you did you will recieve a cut of the profits.
Example: If you are the only programer you will recieve aproxamtly 40-50% of the profits because you will be doing most of the work.
Or, If we have a team of 10, and three programers, five 3D artists, and two story/ quest creaters the profits will fallow: Programmer: 12% each, 3D Artists: 10% each, Story Creaters: 7% each
These amounts are probably bound to change due to the amount of the crew members.
If you have further questions please reply at: Spook@hellrazorstudios.com, KaoticRain@hellrazorstudios.com, Knuckles@hellrazorstudios.com
We will get back to you as soon as possible. Thank you.
We would like to produce either a 3D mmorpg or a 2D mmorpg and later move it to 3D.
We will not have a payroll, however, after the game is complete, depending on the work you did you will recieve a cut of the profits.
Example: If you are the only programer you will recieve aproxamtly 40-50% of the profits because you will be doing most of the work.
Or, If we have a team of 10, and three programers, five 3D artists, and two story/ quest creaters the profits will fallow: Programmer: 12% each, 3D Artists: 10% each, Story Creaters: 7% each
These amounts are probably bound to change due to the amount of the crew members.
If you have further questions please reply at: Spook@hellrazorstudios.com, KaoticRain@hellrazorstudios.com, Knuckles@hellrazorstudios.com
We will get back to you as soon as possible. Thank you.
About the author
#2
Of course you can do a mmorpg - if you have the right team and you can make them stick to the project.
The most important thing is getting people who really want to make your game, because you are going to work on it for years... -And that's a fact. -Not many people are going to put an effort like that in it if they are uncertain of the outcome...
Good luck and best wishes with your project ;-)
09/16/2008 (8:19 am)
Joseph, don't let anyone get your spirits down!Of course you can do a mmorpg - if you have the right team and you can make them stick to the project.
The most important thing is getting people who really want to make your game, because you are going to work on it for years... -And that's a fact. -Not many people are going to put an effort like that in it if they are uncertain of the outcome...
Good luck and best wishes with your project ;-)
#3
www.fantascihiddenwar.com
Andy mentioned your old FPS, i remember that post. I would recommend maybe going back to that material and expanding on it. do a multiplayer maybe like day of the dead. But a mmorpg is a huge task. You have been warned.
If you choose to continue, good luck , keep posting, we will be around to check out your progress.
09/16/2008 (8:44 am)
I concure with other 2 posters, I started Fantasci as a similar project. Hundreds of models is not a understatement, not including all the other work. I am 18 months into it, with a small team of 2-3 folks and a ton of contracts (read -lots of money) and were about 90% done with the alpha. www.fantascihiddenwar.com
Andy mentioned your old FPS, i remember that post. I would recommend maybe going back to that material and expanding on it. do a multiplayer maybe like day of the dead. But a mmorpg is a huge task. You have been warned.
If you choose to continue, good luck , keep posting, we will be around to check out your progress.
#4
09/16/2008 (6:56 pm)
I would recommend starting with the team you have, get something off the ground. It is a lot easier to entice people to join the team when they see something concrete. Unfortunately too many people are at the idea stage, it's tough to know who has the skills to get it off the ground and who doesn't.
Torque Owner Andy Rollins
ZDay Game
We're 10 months into our game now and probably a quarter of the way there - 300+ models produced, tens of thousands of lines of code - it's a big job even to produce an FPS.
You'll read it a thousand times on this site people offering that advice, start with a small project - like an FPS targetting 5-50 people being online per server and use that as a learning project, then if you really want to and feel you have the skilled team then work on a bigger project and build up to being an MMO if you find you have the team to be able to develop one.