I Want to Make a Game

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RagnarokHybrid

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Aug 6, 2011
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I'm heading out into uncharted territory (for me, anyway). I want to make a 3D puzzle/stealth/thriller game. I'm not sure how big or long I want it to be but I do want it to be well worth the player's time and effort. You play as a child hiding from and sneaking around various monsters. It involves use of gadgets (like LoZ) and some small-scale Uncharted-esque platforming. The puzzles will NOT be platform-based.

Other than that, I won't say too much more about the game. Not everyone on the internet can be trusted--at least, not as much as I trust that hobo down the street who used to smile at me and lick his lips when I was a little boy; he's like family to me :).

Anyway, I needed to assemble a team for this. I wanted to just get general advice about the specific roles people should play, how many people I should have in each... department I guess, and any other things you can think of.


Head Director/Writer/Composer: Yours Truly

Technical
Programmers: (Proficient/Adept in Linux Programming Language) - About 5-7 programmers to create the game's engine, including sound and physics.

Note: I think Linux is the native language of the PS3 and, since I want this to be ported to that system one day, that's the language I'd prefer. Is there a better programming language we should use to start like C++ or something? I'm no programmer so I don't know which is best. Also, is what is a reasonable amount of people to dedicate to building the game's engine?

Graphic Designers: (Proficient/Adept with Blender or other 3D graphics program) - About 5 designers to build the maps, player-character, NPC's, and bosses.

Note: I'm going for High-Quality character models, which is why I specifically stated Blender. Is there a better program out there?

Character Designers: (Skilled Artists) - I'm no artist so I'll leave these guys in charge of character design--maybe 2-3 designers.

Concept Artists: (Possibly those with knowledge of Architecture or Interior Design) - 3-4 artists for the sole purpose of maintaining a feel of originality throughout the game. I don't want anything to feel to same-y. Will work closely with the puzzle designers and writers.

Puzzle Designers (Proficient/Adept in creating 2D and 3D non-platform based puzzles) - 3-4 puzzle designers, again, to maintain originality. Puzzles should be complex but not mind-fuckingly frustrating. Will work closely with Concept Artists to be sure that the puzzles fit seamlessly with the rest of the game.

Sound Director (Possibly someone with access to sound recording devices) - Should be fairly self-explanatory. Maybe 3 people, including myself to record/create sounds and manage them and the music.

Acting
Voice Talent - Have to finish writing the game first to know.

Note: I'm thinking about video-recording each actor with a close-up on their faces so that the animators can add that element of realism to each character. Optimistic?

Models - You know, just people to make the character designers' jobs easier. No Mo-Cap or anything. Pfft... as if we could afford that kind of technology.

Management
Marketers - People to find ways to promote the game once if it's ever completed. Also, they will handle looking for publishers whose mouths water when we show our game demos... Yeah, I know... It's not that easy.

Fund Managers - I actually plan on making this a low commitment, volunteering project. Hence, the only reward anyone will be getting for working on this is money that the game makes through sales (and a strong sense of accomplishment, of course).

Okay, so I know this is very optimistic but, honestly, I'm not expecting it to work. At any rate, it'll be a VERY long-term project. I expect it to take at least 4 years--low commitment. As we get closer to completion, we'll meet more frequently and really begin to push the thing forward. I'll probably include more writers and composers to keep my own ideas in check. Also, I didn't include Animators because I thought Character/Graphic designers covered that already. Is that right?

I'll say this now: Naysayers and pessimists are not welcome here. This thread is for general suggestions and clarification.
 

SinorKirby

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May 1, 2009
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I don't think "Linux" is a programming language. Python, Java, C++, C#, C.....those are programming languages. Linux is an OS.

OT: Sounds interesting. I'd help, if I didn't have school and such currently. Good luck!
 

SextusMaximus

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May 20, 2009
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You're not going to find a team to work on a full 3D game with a wide range of view and a number of big "what if's", if you 're only going to be the "writer"/"director" and not programming even a portion of it, you'd be doing a very small portion of the work and it would be hard to trust you, because to them - with all respect - you're just a guy on the internet with an idea and little to no proof of having any groundwork sorted out.
 

RagnarokHybrid

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Aug 6, 2011
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SextusMaximus said:
You're not going to find a team to work on a full 3D game with a wide range of view and a number of big "what if's", if you 're only going to be the "writer"/"director" and not programming even a portion of it, you'd be doing a very small portion of the work and it would be hard to trust you, because to them - with all respect - you're just a guy on the internet with an idea and little to no proof of having any groundwork sorted out.
Oh, I don't plan on doing this over the internet. This is going to be a project with people I actually see everyday.

I see what you mean though. Let's call this more of an attempt than a project. I wanted to leave a lot up to the team so that I'm not just making them run around and do everything I tell them. I'm one of those people who prefer impulse-creation of pre-planned creation to make the experience a fun one though... that might not be the best way to go about this, huh?
 

Arif_Sohaib

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Jan 16, 2011
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First I recommend that you do a Diploma in Game Development or complete a C++ or C programming course both would involve making at least simple games from which you can transition to this much bigger project. During the course you will work together in groups for projects, this is where you will meet your first development team.
If you are really serious about game development as a carrier and you are in high school right now then take programming courses and perhaps get a degree in Computer Science.

I myself am doing a Computer Science degree and am current in the third semester at FAST NUCES Karachi.
 

Thaluikhain

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Jan 16, 2010
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Hmmm...you've not said much about you're own skills and experience, other than you aren't a programmer or artist. What is it you provide? If your answer involves some vague mention of your genius, but nothing concrete, I'd suggest a rethink.

Creating a game without any programming experience is generally said to be a bad idea. Even if you've got the best idea ever, you're still getting over people to do all the work for you, which is going to rankle. Loads of self-proclaimed games creators with no actual games creating skill of their own have appeared and disappeared, which tends to put people off.

I've never done anything like this myself, but I'd recommend serious delegating to people who know the nuts and bolts of it. I'd suggest appointing a senior programmer, and making sure it's more than an empty title (and that everyone knows this). The downside of this is that it's not just your baby anymore, but excluding everyone else from the decision making process is going to guarantee a horrible failure. If you don't really understand what your minions are doing, they've got to be able to say "no" to you...and maybe sometimes if they do.

I'm not sure how vital the other groups are, and how much power you need to give them.

Also, how are you going to get, and maintain interest in something you expect to fail? That's going to cause all sorts of problems. What stops people getting sick of it three years in, after all that work?
 

Arif_Sohaib

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Jan 16, 2011
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Also, I forgot to mention this, watch the Extra Credits episode on So You Want To Be a Game Developer.
 

ZeroMachine

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Oct 11, 2008
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... Dude... the PS3 is definitely not programmed in Linux. Linux is an operating system- not a programming language. Not to mention that it's an operating system that isn't made for gaming. Where did you hear that?

Not to mention, you're how old? 18? That, in and of itself, regardless of your talent with whatever you're bringing to the table (of which we know little) will definitely give pause to anyone wanted to invest in your project. "He's young", they'll say, "he doesn't have the experience, why should we trust him on a big project like this?"

Start small, dude. Save your major ambitions for when you already have a team that trusts you as well as the experience to back you up.
 

Phlakes

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Mar 25, 2010
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You're not the only one. I want to tell you right now, this will never happen. Ever. If you want to make something like this, you need to start out on your own with reasonable goals. Go learn Flash or Game Maker or something, get a few small projects (and I mean really small) under your belt, start getting some people together, and once you have an established dedicated team and a sizable budget, then you go for something big.

And don't ask for help until you have something to show, at least a working engine. I've seen literally hundreds of people in your position over my internet days, and you know how many of their games actually got made? None. Zero out of hundreds.
 

Philip Collin

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Sep 11, 2011
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Hey there, nice to see you are taking an interest in game design. I myself am currently coding an engine for my own 3D games, so if you tell me exactly what you want the engine to be able to accomplish, i can modify my engine and let you use it for your game (though you'd still need to do all the actual game making yourself)
 

Vkmies

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Oct 8, 2009
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Well, I have absolutelly no experience with any technical aspects, but if you find yourself in need for some exotic, sexy, manly accents, I am the drunken Finn to contact! ;)
 

SextusMaximus

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May 20, 2009
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RagnarokHybrid said:
SextusMaximus said:
You're not going to find a team to work on a full 3D game with a wide range of view and a number of big "what if's", if you 're only going to be the "writer"/"director" and not programming even a portion of it, you'd be doing a very small portion of the work and it would be hard to trust you, because to them - with all respect - you're just a guy on the internet with an idea and little to no proof of having any groundwork sorted out.
Oh, I don't plan on doing this over the internet. This is going to be a project with people I actually see everyday.

I see what you mean though. Let's call this more of an attempt than a project. I wanted to leave a lot up to the team so that I'm not just making them run around and do everything I tell them. I'm one of those people who prefer impulse-creation of pre-planned creation to make the experience a fun one though... that might not be the best way to go about this, huh?
Fair enough, no harm in trying something. Just that I've had poor experiences in the past with this sort of thing, if you can pull it off, though - go for it! (Also, sorry for coming off as a douche in the first post, I'd thought it had sounded less dick-like when writing, but I guess that didn't come across very well:p).