Game Development Community

dev|Pro Game Development Curriculum

Finding volunteers?

by Tim Emmerich · 01/31/2008 (2:48 pm) · 7 comments

For other unfunded projects, how has your efforts at finding volunteer workers succeeded? Any suggestions?

We have attracted lots of interested workers, but haven't been able to get much work, if any, out of them. I have heard the suggestion of communicating with interested parties right. I definitely try to do that - but it doesn't seem to have an impact.

I'm sure the best suggestion that is being yelled at me is to "Pay folks!". I wish I could! We offer tons of appreciation, mention in the game's credits, and even send them a packaged game if they contribute.

Any one have some knowledge to impart?

-Tim

About the author

Game developer, publisher and distributor.


#1
01/31/2008 (3:16 pm)
I think the biggest thing with volunteer projects is setting an expectation at the start. Alot of the people you are going to find are people that are doing this in the spare time between work and playing the favorite mmorpg.

Alot of people go in with the idea they are going to contribute a little and everything will be done within a week or two.

Just go in setting an expectation to the people that are interested that its going to require an equal amount of work from everyone. Communication has always been a big issue. Try and hold weekly meetings in Teamspeak or Vent where you all discuss issues that have arised, what features everyone should be focuseing on. And also try and get a working prototype up and running asap that the team and play with on a daily basis. You will defently need something like that to keep the teams interest in working on the project. And theres no better way to do that then to have a in development working version of it. Even if its just afew people running around shooting things or what have you.

Also go in with reasionable expectations of what you are trying to build. Do NOT go in expecting to make a MMORPG on your first run or some amazing off the wall game. The chances of it happening are slim to none at best. A first person shooter with a decient story is defently doable by a team of volunteer people in there spare time.

People that show interest have them prove that they can do the area they want to join. Alot of people want to join as a programmer or modeler yet they turn out of have zero to very low skills in that area and they expect the rest of the team to pickup the slack for them. Having a system where the people that are joining the team know what they are doing and can effectivly do what the area they are assigned will go along ways to keeping a team togeather.

I know I have said it many times but reasionable goals are the biggest failings of volunteer teams. Start with the basics and get something working and then expand upon it. Dont go in trying to create the next greatest step up in gaming. Know the limits of your skills and what the team is capable of doing.

And above all else just remember these are people that are offering to volunteer there free time to the project. That could be 10 mins a day or several hours a day or even just one day a week.
#2
01/31/2008 (3:25 pm)
Good suggestions Thomas! Thanks!

We are blessed because it is working (even shipping - improving it and making a second project with same engine)! But I think expectations need to be more clearly defined.

It is difficult to judge skill level - obviously look at their portfolios, etc. Even if someone is low skill, we have testing positions to start them in to judge their commitement/quality of work.

I know another team that has the weekly "session" - we will investigate this further.

Yes, we are honored that they are even "interested" in helping and we try to express that. Any suggestions on better rewards that we give now? (Verbal, Mention in Credits, Free games).

Thank you.
Tim
#3
01/31/2008 (4:39 pm)
I know we have had almost no volunteers for our games, and we've been trying for almost three years, our current game Battle we have vowed that if no one wants to help then we will take our time and finish it on our own, even if it is just the three of us. I say that because we've put up posts after posts, from blogs to forums asking if anyone wanted to help us make our game, the bulk of questiona or comments pertained to payments and being signed up for the beta. No one really wants to make games without some king of payment, everyones willing to sign up, but almost nobody wants to make an effort to help commit to someone elses dream.

Sorry to sound like a downer, ive just never had luck finding people who want to help. Over the past couple of years my group and I have recieve alot of critisism and negative feedback towards our games, aside from feeling extremely desolated form the GG community we have still the ideal of releasing our multiplayer games for free.

Just my opinion... :D
#4
02/01/2008 (12:02 pm)
Hi Ark,

It is funny, some people contribute virtually nothing and expect everything. Perhaps we should stay buckled down and do it - minimize external recruiting.

I encourage you to stick it out and release your titles!

-Tim
#5
02/01/2008 (3:37 pm)
@Tim
I am assuming you looked threw my profile after reading my comments, which would explain your comments and your brash remarks toward contributions submited under my profile. :)

Our group has contributed alot compared to some, not under my name (due to no license) but under my brothers profile (who holds a license) we have contributed to several resources, RTS kit 1.5.2 conversion (to name one). We've asked many times even posted some job offerings, but they all seeded the same questions, can I be signed up for the beta, or how much are you paying. Even when we were working on our Mercenaries game which was going to be for sale, no one liked the idea of shared profit. So we just gave up, now we stick to our own. FYI Battle will be for free, and we will be submitting it into resource sections from what we figure out so that anyone will be able to find what we have learned the hard way.

Thanks for your opinion though.
#6
02/02/2008 (3:45 pm)
Ark,

I don't think Tim was criticizing you, I think it was just a generic statement expanding on your earlier comment. Could be wrong, but I think he was just agreeing with you...
#7
02/05/2008 (11:51 am)
Ark - herein lies the danger of just typing, not being face to face. I'm sorry your mistook what I typed - I was definitely sharing my experiences in general. Even here at GG with some Help Wanted postings, I've received a lot of interest and even have accepted some folks into positions. And almost none of those have contributed anything (yet, I can still hope). :( I sincerely hope you are able to complete and release your games! I offer up as much encouragement as I can muster for you and your team.

Terry - thanks for the follow-up, you read my comments in the way I meant them.

Oh, I forgot to mention a new resource, specifically around finding testers. I know their president. I'm not sure if they are 100% live yet:
http://www.powerupgames.com/

Anyone else have some wisdom to impart?