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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: e11693898720f9b⋯.png (126.85 KB,864x867,288:289,test-team-6-final2.png)

d8da4e No.31895

Where do you find people for art, music, writing, programing/scripting, design? Are there any tips for building a team and keeping it together?

Where do you find people? What about unique skill sets or knowledge that goes beyond basic stuff like specific art styles or subject matter?

____________________________
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094abb No.31901

One option is to provide monetary compensation for employees.

A second option is to be disappointed that people are non-committal or uninterested in providing free services to your project.

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086188 No.31912

File: 015126d36337749⋯.webm (1.88 MB,1106x486,553:243,code.webm)

All of the teams on /agdg/ died, except 1 which isn't super active. Even solo projects either die or get drawn out forever as the creators motivation spikes.

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086188 No.31913

File: 1a94857a4f8cc33⋯.mp4 (2.49 MB,800x600,4:3,1a94857a4f8cc334f1d91737e4….mp4)

>>31912

Think about those 2 sentences. Only like, what, 1% of no-devs on /agdg/ actually follow through with something? Both the dev in my other post (horror dev), and the dev in this post (speebot dev) both posted progress around the same time. Both where progressing at a steady and reliable pace. Although, eventually horror dev stopped posting while speebot dev released a game. Why? He said himself: the team eventually fell apart. No drama or anything, just people started casually losing interest until progress died. This is what happens for most devs.

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086188 No.31914

File: d17cff104a8df91⋯.jpg (23.93 KB,220x310,22:31,220px-Penumbra-win-cover.jpg)

>>31913

Now Frictional games (Pnumbra & Amnesia) are a famous example of a game that was made entirely by a team of people online, although they where all in. The guy driving the entire thing made the engine while he was in college for game design, so he already had a base to attract other people. Even then there was still a guy who flaked off. I'm pretty sure the team was working a day job during Pnumbra, although it's likely they commissioned certain things such as music. I know money was involved because Amnesia had a loan company in one of the start up screens.

Think about the indie studios currently. It's almost all SJWs. They either are a trust-fund kid, had a ridiculously high paying job to move into games, or are living off donations from other SJWs.

Put this all together. Most devs lose motivation and drop out. Teams are made up of devs, each of which have a 90% chance to lose interest and drop out. Any successful team involves money or someone who is doing 80% of the work.

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d8da4e No.31915

>>31901

I might be willing to pay people later on but I'm not really looking to hire people to make art when I could just use placeholders for most things untill I'm done.

>>31914

>or someone who is doing 80% of the work.

So I'm fine then? I'm not making a large scale game. Just a shitty rpg maker thing that I can do almost all the scripting for. I think I just need some art and music.

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086188 No.31916

>>31915

Unless you're recycling assets out the ass art will take up more than 20%. You're going to need to provide half the assets, utilize money or find someone who's as motivated for your game as you are.

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d8da4e No.31917

>>31916

You might be right. I don't really mind doing ether of those things. My main issue is that I'm not sure where to start looking other then maybe gamejolt and I don't even know if that's a good place.

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086188 No.31918

>>31917

My plan was to go to game jams or something to build connections. For art though you can probably find someone starving for commissions

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2fb5e9 No.31948

the only way to get a good crew is to know each other irl. Games studios big or small did not come out of bunch people working over internet. That might work too I think if the project is free and really fucking something and not just another rpg maker type game (linux kernel for example)

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086188 No.31958

>>31948

> Games studios big or small did not come out of bunch people working over internet.

Frictional Games.

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