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Hiring people to create a game for you

Started by July 27, 2014 05:25 AM
27 comments, last by Tom Sloper 10 years, 6 months ago

Facebook was arguably made by Sean Parker.


True, considering (correct me if I'm wrong), he was the person that adviced them (Zuckerberg and Savarin) to remove the "the" from thefacebook.com to make it facebook.com

Please stay on topic. The history of the facebook is clearly not related to this thread.

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$50,000 as minimum to create a game? I think that's total nonsense! On BYOND (byond.com), some games made for FREE or very cheaply(like under $1000) and make tens of thousands per month. But those are rare. But I made an rpg adventure with quests, many characters, special abilities etc... cost me only $700 and I used more expensive staff I think. Odesk might cost me up to $2000. Still far from $50,000. And it might still make it to Steam. I don't want a brand-name professional video game that will appear in stores but a cheap video game.

But I made an rpg adventure with quests, many characters, special abilities etc... cost me only $700 and I used more expensive staff I think.

So you've hired people to create a game for you before?

Hmm, I have one question, why did you ask if it's a good idea to hire people to create a game if you've hired people to create a game before with "more expensive staff"?

But I made an rpg adventure with quests, many characters, special abilities etc... cost me only $700 and I used more expensive staff I think.

So you've hired people to create a game for you before?

Hmm, I have one question, why did you ask if it's a good idea to hire people to create a game if you've hired people to create a game before with "more expensive staff"?

3 reasons:

1) I want to hire people outside of BYOND

2) I want to hire people to create a game using a better engine than BYOND if its not too expensive(such as Unity etc...)

3) I want to hire people I never hired before such as game designers and have a full team work on my game instead of me doing most of the work. Before, I only hired people with some game design and graphics but I did the vast majority of the work. Now I think I will do little while a team does the most.


$50,000 as minimum to create a game? I think that's total nonsense!

Prove me wrong! See you in the high-roller's club!


cost me only $700 and I used more expensive staff I think

And the name of this game is?


And it might still make it to Steam.

Not a measure of quality or worth.


1) I want to hire people outside of BYOND
2) I want to hire people to create a game using a better engine than BYOND if its not too expensive(such as Unity etc...)
3) I want to hire people I never hired before such as game designers and have a full team work on my game instead of me doing most of the work. Before, I only hired people with some game design and graphics but I did the vast majority of the work. Now I think I will do little while a team does the most.

You're obviously the expert here. I'll just sit back, watch what you do, and learn how to make the "tens of thousands per month" the smart way! And here's me coding all afternoon like a chump!

[Speaking into small handheld audio recorder]: Diane -- remind me to hire a full team of employees instead of doing this work myself. That will definitely save me money and time, freeing me up to post more on GameDev and rewatch Twin Peaks. Also the cherry pie here in Fantasyland is to die for!

Indie games are what indie movies were in the early 90s -- half-baked, poorly executed wastes of time that will quickly fall out of fashion. Now go make Minecraft with wizards and watch the dozen or so remakes of Reservior Dogs.

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$50,000 as minimum to create a game? I think that's total nonsense!

Prove me wrong! See you in the high-roller's club!

I will by answering the following questions from you:


cost me only $700 and I used more expensive staff I think

And the name of this game is?

Hunter X Hunter Online


And it might still make it to Steam.

Not a measure of quality or worth.

I disagree.


1) I want to hire people outside of BYOND
2) I want to hire people to create a game using a better engine than BYOND if its not too expensive(such as Unity etc...)
3) I want to hire people I never hired before such as game designers and have a full team work on my game instead of me doing most of the work. Before, I only hired people with some game design and graphics but I did the vast majority of the work. Now I think I will do little while a team does the most.

You're obviously the expert here. I'll just sit back, watch what you do, and learn how to make the "tens of thousands per month" the smart way! And here's me coding all afternoon like a chump!

Top BYOND games did make that kind of money. And they spent much less.

[Speaking into small handheld audio recorder]: Diane -- remind me to hire a full team of employees instead of doing this work myself. That will definitely save me money and time, freeing me up to post more on GameDev and rewatch Twin Peaks. Also the cherry pie here in Fantasyland is to die for!

Sorry I don't get this part.

Wait, "angel investors"?


Learn how to use a search engine.

You assume I don't because?

Because past actions speaks volumes about future actions. That and you keep asking about things rather than googling for them (which took me all of a minute to find both of these).

HotOrNot: http://en.wikipedia.org/wiki/Hot_or_Not

Angel Investor: http://en.wikipedia.org/wiki/Angel_investor

@ssunlimited
You are exhibiting the classic beginner delusion that all beginners suffer when they decide they will make a game commercially. I don't know if LennyLen remembers, but I first started on Allegro.cc claiming I was going to make a RPG ala Suikoden/Final Fantasy/Shining Force back in 2001 and 13 years later I have yet to bother coding it because it would cost more than I have to even begin to make it. Think I even claimed I was going to make a Chrono Trigger sequel at one point too. I've been programming 20 years now (I had been doing so 7 years before joining Allegro and I was still a delusional beginner in game development). Even after 20 years, the members of this site have made me realize I have a lot to learn, as do you.

Even if you manage to find a cheap team, I doubt you will make the game for less than $100k (and that is being optimistic). GoCatGo is also right in that publishing on Steam, or any device for that matter, doesn't say anything about quality nor its worth. I could make a old NES Super Marios Bros clone, but do 5 second graphics, 2 second sound effects, 10 second music (in other word crappy graphics, sound fx, music) and then try to publish it on Steam, Ouya, Kindle, Android, iOS, etc. Even if I managed to get it published on every system possible it wouldn't be a measure of the quality or worth of said game.
One more piece of advice, never a good idea to challenge those who do what you want to do. The saying, "Don't bite the hand that feeds you.", comes into mind here because the more you challenge what they know to be true the more they will distance themselves from you. This will make it so you have no sounding board for ideas or experienced people to ask questions of. The mentality quickly becomes, "No point in helping those who don't want to take the advice given.". The friends you have in the industry can make or break you in terms of making it into the industry. While I have the fortune of being able to pick the minds of several AAA developers, I am friends with none of them. So my advice is to tread lightly, learn everything you can from the developers on these forums, and try not to question their experience too much.
I think this discussion has veered far enough from the helpful spirit we strive for. If ssunlimited still needs more information, he should start a new thread. We can then help some more in that good old GameDev spirit.

-- Tom Sloper -- sloperama.com

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