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Expanding Indie Game's Development Team?

MarathonGuy1337

Educated
Joined
Aug 27, 2022
Messages
144
So recently I've been working on a game project, I'm sure at some point I'll have a more in-depth thread covering the early development of the game but when speaking to some work colleges and form college friends (ones a programmer and the other did a variety from 3d modeling, sound engineering and 2D texture art).

However the problem is the game is only really just getting into its alpha stage, not to mention I don't really have any money to support a small team of people. The only solutions I have currently is either offering a percentage cut of profits, or perhaps bonus/royalties behind certain sale milestones of course this sounds more like using my friends free labor which I'm not a fan off
major-greedy-game-corporations-big-greedy-game-companies.gif

The problem being is that they have expressed interested in working on the project.

So I'm kind stuck between a rock and a hard place.
true

Any advice?
 

ERYFKRAD

Barbarian
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Joined
Sep 25, 2012
Messages
29,578
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tyranicon might have something, but I wasn't clear on what exactly you need from the team that you couldn't get from open source/ free shit on the web?
 

MarathonGuy1337

Educated
Joined
Aug 27, 2022
Messages
144
sell action, offer a percentage of the profits to investors
That was one idea I have of course the more I split the profits the worse chances are for my future en-devours, aka sequels and such, but then again having more developers probably speeds the production of the game so its a 50/50 coin flip of negatives vs positives
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,453
The only solutions I have currently is either offering a percentage cut of profits, or perhaps bonus/royalties behind certain sale milestones of course this sounds more like using my friends free labor which I'm not a fan off
Other game devs will shit on the very idea of revenue share as a plan, and I'm generally one of them. But if you're fairly certain you can make it work and if these are friends you already know, then it might be worth a try.

The hardest part of having a team is really managing people, egos, relationships and drama. It can fall apart very easily long before money even comes into it. Make sure you have contracts saying what the share is and who's ultimately in charge. That's very important.
 

S.torch

Liturgist
Joined
Jan 4, 2019
Messages
1,092
My opinion on the matter is that you should be upfront about it. Tell your friends they're break their backs for what is basically a gamble. If they're really close to you sharing the eventual revenue is a just deal. If the game goes well everyone wins, if the game goes bad everyone loses.

Just be sure you and them want to do this because making games is not easy-peasy.
 

MarathonGuy1337

Educated
Joined
Aug 27, 2022
Messages
144
The only solutions I have currently is either offering a percentage cut of profits, or perhaps bonus/royalties behind certain sale milestones of course this sounds more like using my friends free labor which I'm not a fan off
Other game devs will shit on the very idea of revenue share as a plan, and I'm generally one of them. But if you're fairly certain you can make it work and if these are friends you already know, then it might be worth a try.

The hardest part of having a team is really managing people, egos, relationships and drama. It can fall apart very easily long before money even comes into it. Make sure you have contracts saying what the share is and who's ultimately in charge. That's very important.
Yeah that probably a good recommendation.
My opinion on the matter is that you should be upfront about it. Tell your friends they're break their backs for what is basically a gamble. If they're really close to you sharing the eventual revenue is a just deal. If the game goes well everyone wins, if the game goes bad everyone loses.

Just be sure you and them want to do this because making games is not easy-peasy.
Yeah its more of a recent thing when the topic of what i've been developing came up and naturally interests sparked, it could just be a passing fancy which dies down but one or two of them may be more serious
 

shihonage

DEVELOPER
Patron
Joined
Jan 10, 2008
Messages
7,168
Location
United States Of Azebarjan
Bubbles In Memoria
Use placeholder graphics extracted from a commercial product such as Fallout:Tactics or whatever game fits your graphics format.

When you have a real proof of concept playable demo, you will have a lot more leverage in looking for artists to share profits with. You don't need to make the demo public, you just give it to the artists so they can see that you're the real deal.
 

zwanzig_zwoelf

Graverobber Foundation
Developer
Joined
Nov 21, 2015
Messages
3,162
Location
デゼニランド
Expanding is a royal pain in the ass.

Unless people are paid with more than promises of revshare, there's a non-zero chance they'll jump ship when they get a better offer from someone else.

Solidify what you can on your own first, then get others to do the rest.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,460
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Expanding is a royal pain in the ass.

Unless people are paid with more than promises of revshare, there's a non-zero chance they'll jump ship when they get a better offer from someone else.

Solidify what you can on your own first, then get others to do the rest.
This exactly! The larger the team, the higher the chance you'll get bogged down by someone jumping ship. Just look at Realm Beyond: Ashes of the Fallen. And it was with 2 team members...
Also, just defining the shares when some will necessarily work part time (if at all!) will be a huge headache.
I'd recommend keeping the team size to the bare minimum. 1 coder and 1 everything else guy + an external composer is all you need. You'd better cycle through unpaid interns than try to keep a team motivated through the promise of future profit : Yes, one of my colleague published a game with a team of zero paid coders, only short internships(because they need to be paid over 3 months). I don't really recommend it, but it can be done...
 

MarathonGuy1337

Educated
Joined
Aug 27, 2022
Messages
144
Use placeholder graphics extracted from a commercial product such as Fallout:Tactics or whatever game fits your graphics format.

When you have a real proof of concept playable demo, you will have a lot more leverage in looking for artists to share profits with. You don't need to make the demo public, you just give it to the artists so they can see that you're the real deal.
Yeah having a demo was always gonna be essential for the game, be it for hiring on other artists or be it for attracting a publisher or lunching a kick starter project (not a big fan of the last one FYI)
Make everything yourself. Problem solved.
Well... I've failed this already XD, as my brother is a co-developer on the project
Expanding is a royal pain in the ass.

Unless people are paid with more than promises of revshare, there's a non-zero chance they'll jump ship when they get a better offer from someone else.

Solidify what you can on your own first, then get others to do the rest.
I do agree with this take, without the game being either a provable project, that has some financial end goal that can interest someone beyond shared interest in games design as a hobby most teams fizzle out, I was on such a horror project before... all i need to say on that is that the project lead got obsessed with NFT...
haman-karn.gif

(The rage of all true gamers within us)

when they were all the rage, made what was meant to be a Boomer Shooter really morph into this whole other thing.
Rule 1: Get it in writing.
Contracts are essential
Have you considered using Real Estate to fund your projects?
Real Estate... So step on acquire a foothold in the property market and then fund the game development on flipping houses, buying cheep and selling high... or set up a number of rental properties... But then i'd have to understand economics and the housing market.
goku-thinking.gif

(Me not smart with math... hence why my brothers the coder XD)
Expanding is a royal pain in the ass.

Unless people are paid with more than promises of revshare, there's a non-zero chance they'll jump ship when they get a better offer from someone else.

Solidify what you can on your own first, then get others to do the rest.
This exactly! The larger the team, the higher the chance you'll get bogged down by someone jumping ship. Just look at Realm Beyond: Ashes of the Fallen. And it was with 2 team members...
Also, just defining the shares when some will necessarily work part time (if at all!) will be a huge headache.
I'd recommend keeping the team size to the bare minimum. 1 coder and 1 everything else guy + an external composer is all you need. You'd better cycle through unpaid interns than try to keep a team motivated through the promise of future profit : Yes, one of my colleague published a game with a team of zero paid coders, only short internships(because they need to be paid over 3 months). I don't really recommend it, but it can be done...
That's actually a solid plan for the indie-team, 1 coder and a 1 everything else guy, to be fair for composing my idea is a similar soundtrack to OG Fallout but maybe a bit of a 80s retro-wave flare. If anyone has heard of the anime Mobile Suit Zeta Gundam think that...



Side Note;
Didn't expect this old forum post to blow up again, but thanks for the feedback!
Hopefully soon I'll have something more to share on the project I'm working on
Until next time...
885A72EF56E37E92350B2F387B3DAA022DCADF24

Stay frosty
 

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