I've been a hobbyist game developer for about 5-10 years now. Having been on and off various mods (Anyone remember Sapphire Scar? No? Ok) and created quite a few failed projects whilst learning C++ from scratch. Its been a lot of fun and an amazing learning experience, and I'll continue for a long time to come. Professionally I'm an IT Architect, which I love too, and I've been thinking a lot lately about how I could use my various skills to create something worthwhile for the industry as a whole and I'd like to get some initial feedback on a possible project I've been stewing over for some time now. It could be a dud, but it could also be a good idea. Or maybe it already exists? Let me know.
[size="4"]The Problem
In all the time I've been on the edge of this industry the thing that has by far frustrated me the most is the massive amounts of overhead to embark on such a creative endeavor. Upstarts and indies alike have to battle an almost unending series of hurdles such as geographical team member locations and its associated difficulties, and lack of non-creative skills (business management, project management, IT technical, etc). In my [not entirely educated] opinion, many mods/upstarts fail near the start of their project because it just gets out of hand. Partially because they may just think too big ("Lets make WoW for our first project, but better"), but also because they don't project manage it properly - That is to say, they don't define a scope and then drill down and lay out the steps or phases necessary to complete it. I believe this because I've been a victim of it more than once.
[size="4"]The Solution
I want to alleviate the above issues as much as possible. And I'm thinking an online Video Game Development Studio is the answer - A modern website designed to provide all the tools necessary to develop a game, small or large, end-to-end. I'd like to explore what could be done to remove the mundane, often costly and time-consuming aspects of the development process. I want to be brief so as to not bore my audience here, so I'll provide a list of features I believe necessary:
- The obvious stuff:
- SVN.
- Basic Voice/Video Communications.
- File store.
- Documentation Wiki.
- A public website.
- Remote desktop client server.
- Multi-participant audio/video conferencing.
- A specifically tailored project management system for asset tracking, task assignment, etc.
- Some sort of payroll system to perform various roles such as:
- Track time spent on project or tasks.
- Contracting tasks - The ability to 'hire' people as a contractor to perform a certain task (Create an asset), and then automatically get removed.
- Some more specific things:
- Scripts that automatically setup build environments for various engines (UDK, Unity, Leadwerks, etc).
- Maybe some more advanced andintelligent things such as:
- Marketing Tools - Watches Google for hits on your game and lets you know what people are saying, tools for distributing media packs to popular sites, etc.
- Business/Money Tools - All the usual money related things such as balance sheets and cost forecasting, hooked into Paypal, etc.
- Hiring Tools - Ways to advertise or view like-minded people to join your project, free or no.
- [future] Open-source global asset database.
- Completely hosted and managed from one interface.
Now some of the stuff listed above may not be necessary for most mods and some indie games, but the hope is that should the project take off I'd like to see it become feature complete enough to be picked up by commercial studios as well.
However, the keys to success would be:
- Simplistic.
- Deep (Not complex).
- Intelligent.
- Efficient.
[size="4"]Notes
I want to point out that I realize that there are a lot of almost-there tools such as MS SharePoint, many random online project management websites, Skype, VNC, etc. I believe them all to not really capture the full end-to-end development cycle, are way too generic to be useful to developers, or just plain too hard to implement and manage. However please let me know of any other similar systems, even to gain inspiration from, especially if you have used them before.
Finally, I'd just like to say that looking back over this post I think I've gone quite specific and possibly complex, so I just want to reiterate here that its all just concept to get your brain juices flowing. What I want to get feedback on is whether you think this concept would benefit you or your team? Or, have you got any experiences to share where processes discussed above, or lack thereof, have caused a major setback or failure on a previous project?
Anything else is of course welcome too.