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The need to know?

polycounter lvl 6
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two_larsens polycounter lvl 6
Hi Polycounters,

  So, I am looking to get into the business of making games (more specifically 3D environments), and have a post on here, for that very purpose.  I get the occasional reply and interest - mostly going something like this: We need a 3D artist.  We're making a game.  Maybe a screen shot.  Are you interested?
  I then go, "I don't know.  Could you tell me a little bit more about it - like type of game, scope of game, experience among the team members, and any such (in my mind) generic detail.
  After that, I often get no response, or a pretty crappy response - that those are all details they can't discuss at such an early stage, and basically: how dare I.  Now, how on Earth am any person able to make a decision based on something so loose as that?
  I don't think it is wrong to want to know what is being offered.  What I see often is that there is an idea for a game, but people are looking to find other people to make it, without having much on offer themselves, other than the idea.  To me, almost everything has been done before, so it comes down to how you do it, but from what I've seen, it is often not shared workload, and it doesn't seem right.  In general, I shy away from that.  I work extremely hard, and expect the same all around - meaning making a contribution of shared proportion, in some way.
  Anyway, it is pretty puzzling.  If people expect blind, dumb commitment to an unknown project/job, then it is odd it is so expected, since it in reality would be meaningless.  There has to be some basis to make a decision.  They can see what I can do, but I can see nothing.  It doesn't seem very realistic, but it seems so common - at least in my experience.  Now, it has to be said that when such things go down the drain for stated reasons, I don't mind.  It wouldn't have worked then anyway.

Thanks.

https://www.artstation.com/artist/two_larsens

Replies

  • Ged
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    Ged interpolator
    I think a good professional company will start a conversation with you if they are interested in your skills, they wouldn't just stop communicating as soon as you ask for more information. If someone stops communicating when asked for information I would assume that either they:  A. are unprepared and possibly unprofessional and have nothing to show or B. have a difficult situation on their hands currently with whatever it may be - perhaps a possible NDA or something like that but they might still get back to you later.
  • Joebewon
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    Joebewon polycounter lvl 12
    I've actually ran into this with a lot of people who have small indie teams and want to start making a game.
    But, once you start asking them about specific details I feel like what @Ged said is absolutely true.  You catch them off guard and don't have the information provided "they just want to make a game".  

    I feel like you're off to a good start with having the Hire Me button on your artstation page.  And I'm not sure which places you're posting trying to find collaborations, but I've heard good things from people regarding the Unity and Unreal forums.  


  • kanga
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    kanga quad damage
    I have been approached by very polite and accommodating people who are just very passionate about what they are making. So Indie folk are not all bad. There are a lot of sharks out there though, and you just spotted the fins.
  • Kevin Albers
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    Kevin Albers polycounter lvl 18
    Your approach to filtering out potential clients seems fine to me. 

    A lot of people 'just want to make a game'. A lot of those people are 12 years old, and/or have no relevant skills or background or money, etc.  Having some way to filter out most or all of those people is great.

    It can certainly be frustrating. I did a little bit of looking for freelance work years ago, and quickly gave up on it, because all I got were the flaky people, rather than potential reasonable clients.
  • two_larsens
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    two_larsens polycounter lvl 6
    Thanks so far for helping a bit with a reality check, whilst looking for a job .  I am (of course) very sure I'm not the only one with such experiences.  Also, I do know all Indie people aren't bad - far from it.  That goes without saying.  My point - to myself, is that there are Indie people, and people who really aren't.  To me, it requires a ton of vision, dedication, staying-power, skill - among all the team members, as well as a good deal of business and social skills (to be successful) - meaning, actually finishing a game.
      Another thing that immediately gets me suspicious about the plausibility of a game project/job, is the scope.  So many say, "It's going to be a huge, open world, sandbox game," and think that in itself is great news; but that is just not something I personally would be a good idea - for a lot of people getting into making games, as the amount of time, work and attention to detail is much more than it can seem.  More isn't better, but quality is.  Often in an open-world game, it is a lot of the same - the ideas (often recycled), as well as the assets (copied, rotated, and scaled to death), and really without much point to it.  Often too, the game suggested is a practical copy of something that already is out there.  Why not go in a new and different direction?  In that regard, I don't think the Indie scene can compete with big business, but I would say their strength lies in being creative and innovative - pushing the boundaries of what is done, in directions said big business can't afford to test.  I'd say there are many games that are great, based on a small-scope idea - Dota, for instance; chess, even.  It just have to have a core of innovative game play.  As long as the idea behind it all is sound, the rest doesn't quite matter as much.
      Anyway, I got a little sidetracked with this note, but I am very much a fan of the Indie-scene.  It is just rather tricky knowing, without being given details, what, exactly is viable (in my opinion).  To me, plausible, do-able - something with a purpose, and an idea, is hard to find.

    https://www.artstation.com/artist/two_larsens

    H


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