Hello, how are you polycounters ?
I want to start making personal game projects, aside from clients projects
the main monetization model is a free game with advertisements in it,
I'm more of a developer than an artist, so I need a 3D/2D artist to help with making the game look nicer.
the question is, what is the right way to seek some talents so we work with each other with shares system rather than freelance system ?
so what is the best way to gravitate people to work as a team? should I start a WIP ? start a thread in jobs section? Facebook Groups? please give me guidelines.
these are some of my game projects..
and other projects, thanks a lot guys.
Replies
The second best way is to have a brilliant idea that is polished enough, that people will gamble with their time and money to see it finished.
Do you have a brilliant idea, or are you trying to minimize the cost of production?
All the assets in these games could be done in a day or two..So you are looking at a budget of 200$-400$(per game) for art...that's peanuts... and if you are worried that your game is not going to cover such a minuscule production cost, then why bother making it?
If you have the confidence in telling an artist 'I know nothing about visuals, I will leave ALL of the decision up to you 100%', you will likely get a few more looks.
Most indie programmers posses some kind of mindset that they do all the work and "art people" just "laze their time off" and that's why they tend to "mishandle" the "art people"
I just had enough f my share of "indie programmer mindset" last month when a close buddy of mine kept asking for models for a " brilliant indie game" which has neither set-in-stone design decisions or or any time spent deciding about visual side. He just kept saying " Just model some random things and sent them. Nothing is wasted. Ha ha."
We had started the so-called project a year ago... No longer working on games without seeing the dollars first.
I am well-damn sure that any Polycounter here would tell you they had similiar experiences in the past. That is why if you don't have a groundbreaking demo that can bewitch anyone who plays it you need to find money.
Goodluck and Godspeed
EDIT:
Oh also :
http://www.polycount.com/forum/forumdisplay.php?f=76
Study what the guys behind this mmo did: http://originsofmalu.com
They been building their assets with free labour for years and it looks like their volunteers did so knowing ahead of time the risks and rewards.
Compare that to snake studios out there tricking naive people to work for nothing with over the top promises of gamedev glory.
You also probably want to give artist directions. What graphic style to aim for. Polygon count, what texture maps to use. You're the programmer, after all.
It's the same as an artists work. The game design/idea is your cv/diploma, but without a portfolio that shows you can pull it off in practice, that's worthless.
Its ok if you're unable to pay and make that clear from the beginning, but gets insulting when people make it sound like they're doing you a favor by asking you to work for them for free in exchange for a little experience.
https://twitter.com/forexposure_txt