Game Development Community

Advice for aspiring Game Designer

by Gavan Brown · in General Discussion · 10/13/2005 (12:18 am) · 7 replies

Alright, i have a question....


I would like to produce games, on the design side. I have 10 years experience with programming in all sorts of object oriented languages..
I also have 13 years experience with graphic design ... I have also own and operate my own Game Center in Calgary, Canada ... I would like to get a team of people together to create a fairly ambitious title... However, i do not have any games under my belt. Should i put the title i want to make on the back burner and concentrate on working on some smaller titles before i try to convince people of my idea?

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  • #1
    10/13/2005 (1:19 am)
    I have only enough experience in failed projects to say that I would definitely try getting something "finished" before starting on the real deal. Whether that's a smaller title, or just a playable demo, doesn't make much difference.

    You will find people to join your project regardless of if you have anything to prove it can be done, even people with experience. But if you're searching for people who are used to working with game dev, you probably either have to show them something or pay them on a contract basis.

    Just an opinion not of real experience ;)
    #2
    10/13/2005 (1:25 am)
    It is probably best to finish and ship a small title if only to see how much work it actually takes to ship a game. Once you learn that, you'll know just how improbable shipping an ambitious game will be. Game development is all about disillusionment, no matter how much experience you have in other fields.

    In terms of getting a team together, I've found the only way - the ONLY way - to get dedicated people on your project is to pay them. Contracting other people is just the only way it seem to work out. You probably won't be able to afford a project of ambitious size if you're just doing this as a hobby. This is another reason small games are good. Volunteers usually just sit around and then eventually leave. Doesn't matter how professional they are.

    This, of course, is all just speaking from experience, and your mileage may very. But I think most of the experienced developers here will back me up.
    #3
    10/13/2005 (10:48 am)
    There's a blog speaking EXACTLY to your question by David R. Michael yesterday:

    joeindie.com/blog/?p=142

    Hey Gavan, I've been a professional software developer for over 11 years, six years of which were developing videogames for Playstation, PC, and the Sega Dreamcast.

    In spite of that, my very first "indie" game project was a tremendous eye-opener and learning experience. Building an entire game from start to finish, managing other people, contracting out for assets (or buying off-the-shelf assets), deciding what tools and content packs to commit to - that was all very informative. But I also found out that was only half the battle. Figuring out everything needed to set up a company website, start selling things on the web, marketing the game and the company, dealing with downloads, working with affiliates and portals, etc... that was a huge learning experience and there's still a lot I have to learn.

    There's also a learning experience to discover what sells, how to give your game the best chance to sell, how to reach your market, how to capitalize on it once you've reached it, etc. Man - that stuff is the holy grail. Do you really want to shoot your "Dream Game" out of the cannon, after so much time and effort, without having a clue about these things? Even once you've read up on it (which I HIGHLY recommend), there's still nothing as educational as having real customer feedback, reviews, and watching your own numbers to learn the deal.
    #4
    10/13/2005 (12:19 pm)
    Thank you guys. That is exactly the answer i was looking for. I do not want to attempt my dream game until I have made all the mistakes and know exactly what resources will be required to produce it.

    It is kind of discouraging to have to put my concept on the back burner, which i have been thinking about for years and been hammering out in text for the last 4 months. But, it is for the best and i want to approach this in a realistic way... thanx you everyone for your advice. I am going back to the drawing board and starting a new Document for a casual game to sink my mitts into, and to realize how difficult this is actually going to be.
    #5
    02/27/2006 (8:46 am)
    Hello i am trying to get into the game development and design field. as i am a veteran i am in need of vocational training to do this. i am required in this pursuit to get some questions asked and answered by people who are in the industry and do the actual work. i have some art background but no portfolio developed as of yet. i perfer to stay in the programming aspects of game development. i am wondering if any one out there would be interested in answering my questions in the form of a word document that i would send to you and have you email it back to me. this is important and required by the government vocational counselors that is do this any help on this matter would be nice.
    thank you in advance
    james underwood
    #6
    04/03/2007 (1:57 pm)
    Hi guys.

    Our new Gaming company called Avonstorm wants to develope an MMORPG and are deciding which of the torque engines to go for. We are choosing between the Torque advanced and the Torque X that is in developement. Im just wondering what the actual graphic capabilities of the Torque X is. If any one could give me an idea I would be eternaly greatful. To make investors happy we got to show them the code and what we can do to it, so also is the wait for the launch of TX worth it =/

    Thanks alot

    Jaques Smit
    #7
    04/04/2007 (11:02 am)
    Jaques... This thread has been dead for a year, and is not proper place to ask (and hijacking threads are not the proper method to ask). What you want to do is look into the information that is on the site pertaing to TGE X, or create a new post in the appropriate area.