recruitment in games?

mark_battista
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Post: #1
If I was to make a game, how many people would I need to recruit, what roles would those people have and what would there training requirements need to be?
Help and advice is, as always, much appreciated
rehards Mark Battista
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Luminary
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Post: #2
1
everything
none; learn-on-the-job

what kind of answer do you expect? Is this Pong, Doom 3 or EverQuest?
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mark_battista
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Post: #3
i am considering a game that is a mix between super mario cart and wipeout. It will be called ufo racing. Developed for next generation platform such as ps3. It will involve the same amount of work as super mario cart and wipeout. There will be two years production time with a budget of 1mill.
Hope this helps you sadcookie, sorry to be so brief.
The game will be made in max 5.
regards
Mark Battista
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Sta7ic
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Post: #4
I'm not sure if this is the right place for this post. This sorta does apply to Game Design, but ...

This is something of a trick question, since the first thing that you need is a game design to impliment. You'll then need either a programmer or a gamedev suite -- there are tools that just need pointing, clicking, and scripting -- to get the design going. If you're going with a coder, make sure you have a "grand" design of the program first! You'll save yourself a lot of hassle if you write a framework of the required classes, functions, and variables out beforehand. (The first one to say "UML" gets kicked out the door.)

Once the implimentation roadmap is down, you'll need to determine how you're going to get all your art and audio. This may seem like a big jump, but this is still the design step. Decision on if you're going to make your own, find someone to help, find free resources (gamedev), or rip from older, hopefully less guarded games and CRed resources (Fantasoft's New Centurions, which uses sounds from System Shock and Marathon). I'm pissed at FS, so consider implications other than the legal if you go that way.

So far we have a designer, a coder, an artist, and a sfx guru, filling in for any resources that you don't have or skills that you haven't practiced. In the mean time, you need to find a reason for them to help out, and you need a game and a code design. Then everyone needs to sit down and try to make the plan work (or change it as it gets broken).

Hope this helps.
-"Sta7ic" Matt
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Post: #5
How big a game ? A team can be anything from a classic Solo Developer who does everything himself, up to Shen Mui's roomfull of coders and 300 artists.

The number of people you need and the jobs that they do depend upon what you're doing in the project. Once you get above one person though, map out what roles people will be doing so that if for instance both of you are doing graphics, one of you will have final say on the style of the graphics.

As the team gets bigger, you will need to think about having a producer who handles all the scheduling, makes sure that everone knows what they're supposed to be doing and makes final decisions on the project. Each discipline (code, art, sound, design) will need a Lead, whos take general direction from the producer and applies it to the team of people working in that discipline.

If the team's really big, it can have multiple producers, associate producers, specialist leads or assistant leads (such as Lead Animator, Lead texture artist, Lead AI coder etc.)

My idea of an ideal team for a small console game would probably be 6 people. 1 Producer/Designer, 1 Coder, 1 Designer, 1 Artist and 2 Animators (animators can typically work as artists, but animation typically takes longer so you need more of them).
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furballphat
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Post: #6
Have you read the article on big game projects? http://www.idevgames.com/content/article.php?id=109

Is this your first game project? If so, then first learn the basics. Make a pong clone, then maybe a simple platformer. In a while, you may be able to join some existing game team and write tools or something equally unglamorous. Don't expect to be able to run a million dollar 2 year project without a lot of experience making games.
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Post: #7
Quote:Originally posted by mark_battista
i am considering a game that is a mix between super mario cart and wipeout. It will be called ufo racing. Developed for next generation platform such as ps3. It will involve the same amount of work as super mario cart and wipeout. There will be two years production time with a budget of 1mill.
Hope this helps you sadcookie, sorry to be so brief.
The game will be made in max 5.
regards
Mark Battista


Ah, I posted before you replied Smile

basically if the game is for next gen, the same level of content as Mario Cart/Wipeout and 2 years in production, you'll need a much bigger budget than 1 million. You'd need to get the production time down to 18 months (2 years is too long for most publishers) and you'd be looking at a large team (probably up to 50 people by the end of the project). Even over 18 months, a 50 man team would cost roughly £4.5 million and this doesn't count R&D time required to get a PS3 engine up and running, cost of specialist development equipment etc.
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mark_battista
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Post: #8
thats sound advice, at the moment its a theoretical game, we as a team of 7 have produced a working demo and have the engine nearly fully working to our advantage. I just need to carry out research for the project into lots of areas and recruitment and training is one of these.

I was thinking maybe, a producer, a designer, assistant designer, lead artist, 9 artists, 8 programmers..................have i missed anything? Im sure I have. Budget doesn't matter at all at the moment really, its just getting a realistic estimation of what will be needed as regards to staff and training requirements.
Thx
regards Mark BattistaCool
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mark_battista
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Post: #9
what would a 50 man team consist of?
This souns like the right number of people for the project.
thx
regards
mark battista
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macboy
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Post: #10
Quote:Originally posted by mark_battista
what would a 50 man team consist of?
Definitely more artists than designers and more designers than programmers. Wink
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Post: #11
If you have a budget of 1 million dollars, then your first step should be to hire a project lead to think these issues out. Grin You may also want to read Tom Sloper's article here as it gives some numbers.

Quote:My idea of an ideal team for a small console game would probably be 6 people. 1 Producer/Designer, 1 Coder, 1 Designer, 1 Artist and 2 Animators
Don't listen to Zwilnik, he is "only" a fulltime game developer.
LOL
Just kidding. Based on his advice, go to gamasutra/idga etc and get average salaries of said people for your estimated project time. Of course this will depend alot on where they are, and if they will need to be in one place. Next figure in fixed costs that you will incur over that time.

You say the title is for the next gen platform PS3. Figure in whatever the SDK,tools, and license you must pay to be a dev of PS3. (I didn't even know Sony was already sending out dev kits for the PS3.) One thing that is a tad dangerous here is that if you are using the tools and source code for today's machine to develop for tomorrow's machine, you may come up against hurdles down the road. Or worse, end up with a game that looks two-generations behind the latest games. But I suppose Zwilnik could comment on this.

The other things that comes to mind is this.... Are you a group of devs looking to get a publisher once a demo is working? Are you a group of devs with previous titles that can attract publishers based on past performance? I think it must be impossible to self-publish on a console platform, compared to PC/Mac. (Which is also hard.) What was left out from Zwilnik list was business people. Unless some people will wear more than one hat. I think you need a Project lead as well, especially when it comes time to pitch your game.

BTW, why target the PS3? IMHO, I think it may be better to target the GBA platform since the tools are easier to get, and platform pretty much set for the next 2 years or so. I don't know much about the XBox, but again, you could be developing for a PC (DirectX) and switch over to a XBox when the time is right. (Again, I don't know much about the XBox.)

>what would a 50 man team consist of?
50? That sounds really high! I think few devs have that many people, except for EA, and the big boys. Unless you plan on working on numerous titles at the same time, it sounds like your venture will be sucking up money in a big way. Only way to survive is lean and mean, a bit like Westlake Interactive.

Oops, just saw later posts cover some stuff I touched on.. Sorry for the overload of info.

ciao

Carlos A. Camacho,
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iDevGames
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Post: #12
Read all of Gamasutra's postmortems. They're invaluable.

If your budget is $1 million I'd say that you wouldn't be able to support any team larger than 7 or 8. Even then, that's only for a year and not two. Off the top of my head I'd say two programmers, three tops, two artists, a dedicated designer (the artists would double on design duty), and a producer/lead. Any more people than that is way too many people to manage on a first-time project (which I'm assuming that this is based on the nature of the question).

If this is your first game period, then methinks you have your sights set too high. Console development is very hard to break into, and it will be nigh impossible to get PS3 dev-kits when Sony starts releasing them. They certainly aren't going to give one to an unproven developer when companies like Square will be competing against you for one.
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