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
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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 gameonce 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.
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
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.