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Does anyone here have game-making experience?

Steve

Fearfully and wonderfully made
Admin
Moderator
Go Goldsickle! Can't beat a good old fashioned 2D side-scroller!

I worked for an indie game studio for about two years and, being a relatively small team of little over a dozen people, we sort of all dabbled in a little bit of everything. Even though I wasn't strictly brought in as an artist, I designed some alien language typography (it's a sci-fi game) that the player reads in-game, and the official logo (obviously in-game and out). I also designed a lot of promotional material. I'm really thrilled that I managed to have artwork immortalised in an actual game that is available on Steam, especially when the role I was brought in for was about as far removed from the artsy stuff as can be.
 

Goldsickle

Well-known Member
I only have completed a few browser games, where one of them got ported to Android.

I'm mostly a tag-along animator and illustrator, while following instructions from a programmer.
The only game that was made from scratch using my ideas got wound up getting canceled because it was too much for two people.
 

Koschei

Well-known Member
I was wondering if there ever was an idea to join forces with other forum members and create a simple stylish fighter
 

Goldsickle

Well-known Member
I was wondering if there ever was an idea to join forces with other forum members and create a simple stylish fighter
It's going to be a difficult process due to conflicting ideas and possible arguments.

Did you know the first Resident Evil was supposed to star an all-cyborg cast?
The writer rebooted the idea and now the end result are the characters we know today (Chris, Jill, Barry, etc.).

In my canceled game, I got into an argument with my programmer.

He wanted my main character to be able to do a jumping High Time-like move in the air.
I disagreed for some reason because it didn't feel right or something and for a long time, I still think it's not a good idea.


Until I saw the exact same thing in Bayonetta.

It actually worked, making me regret arguing with my partner.

I never made a triple A game but I get this feeling I got a taste of how it feels to work with another in game-making.

You need to have good communication and persuasion skills when working in a team or company.
Shinji Mikami took three months to convince Hideki Kamiya and his team to turn his "Resident Evil 4" into Devil May Cry.
Do you think you could persuade someone like that?
 

Steve

Fearfully and wonderfully made
Admin
Moderator
I think that one role which a lot of outsiders (couldn't think of a better word, no disrespect intended!) neglect to consider is that of the manager (in larger projects, there are typically several different variants) that are responsible for ensuring that sensible, attainable ideas are worked towards and that 'feature creep' is kept at bay. When you're working informally - as a group of friends, it's very easy to have everyone throwing around ideas, when frankly they are just not possible given resources and timescale. Imagine trying to justify your own suggestions whilst dismissing your friends' when, as a group of buds, you're all considered equal team members. Managers keep team members on track and working towards (hopefully) a feasible, realistic goal.

Just thought I'd throw that in there.

That's not even taking into account how much time would be required to get something like this off the ground.
 
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