Starting Your Own Game Company

I've tried 3 times and each time I learned something new.  I hope next time I'll be successful.  What did I learn?

(1) The first time my company was called Echidna.  I learned that being underfunded is bad.  I can't tell you how much we were getting paid directly.  Let's just say 2 of 3 of us were each getting paid 1/4 of what I consider the average game programmer's salary.  The 3rd person, me, was getting paid by the other 2 to help out.  I was basically living off credit cards.  By the end of the project my credit cards were completely maxxed out and I had to take a real job.

Why did we do such a thing?  Because we were naive.  We were just out of school, we didn't have alot of experience, we needed the money and we thought it was a deal.  It seemed like alot of money at the time.

(1.5) Between the first and second times I did some contract work.  That time I learned that I can't work out of my house.  Maybe you can but I can't.  I get restless.  I wasn't getting any work done at home and a friend offered me some space at his office.  I thought about it but at first my thoughts were that I didn't have time to move my computer and desk and supplies somewhere since I was behind schedule.  A friend suggested that if I wasn't getting anything done at home then what did I have to lose by trying it.  So, I tried it and it ended up making all the difference.  All of a sudden I was productive.  I believe there are several reasons.

One is that I believe it's important to have a change of location.  At home it felt like at any time I could be working.   I could do things like watch TV for an hour or two because I would tell myself that I could work later, my work is just in the other room.  My office was in my bedroom so waking up I could just get out of bed and sit at my desk without taking a shower etc. On the one hand I felt like I was ALWAYS at work.  One the other hand it always felt like I could just wait a few more minutes.   As soon as Scooby Doo is over I'll start, really.  It just didn't work.

Another reason is that I need to see other people.  At my friend's office there were 6 other people.  That meant I had some social interaction.  I was surprised how much I needed that to be productive.  Without that social interaction, talking to people and seeing other people working, I always felt restless for other people's company.  I also see this happen when people are working overtime.  When lots of people are working overtime I feel like part of a team trying to achieve a common goal.  If there are only a few people working overtime, especially if they are not near me, I feel like I'm the only one that cares about the project and soon, if I feel that nobody else cares, then I'll eventually stop caring myself.

The last is just having a place to call work.  This is the place I work.   While I'm here I'm working.  While I'm not here I'm not working.  I need that distinction.

(2) The second time I started a company it was called Seven.  A few things I learned there:  (1) Never except a fixed amount of money for an unspecified amount of work.  This was obvious at the time but we were anxious to get started on something so we excepted.  (2) Partners are generally bad.  Not bad people just a bad idea.   You can hear this advice from many many different people.  There are several problems with partners.  Is it an equal partnership?  Will you have to put in the same amount of effort?  For example a programmer may have to work 11 hours a day to get his work done.  The accounting partner might only have to work 2 hours a week to get his work done especially for a small company.  Sooner or later this kind of issue will cause a painful break in the partnership.  Another is direction, some partners might want to do one type of game where as another might want to do something else, maybe not even games.  I believe this is what happened at Id.  It also happened at Seven and Big Grub and caused no end of frustration for everybody involved.

(3) The last time I started a company was with Big Grub.  This time there were four partners.  Again we had the direction problem.  Which type of game should we do next or should we do something other than games etc. Which small side projects should we take on.  The big lesson I think I learned is that it is very very important to have a good Director.  The Game Director is my definition for the person that has the vision of the final game in his head and it is his job to direct everybody to create it.  That would mean the best Game Director would be someone who is both the main game designer and also the game's manager (schedules, budget, etc.)  That's a very hard person to find.  People that design don't usually want to manage and people that manage aren't generally qualified to design.  That person also needs to authority to direct.  I believe that can be next to impossible with partners.  Equal partners can generally say, "screw you I don't want to do that I want to do this."  Employee's can't do that.  Next time I start a company I will definitely be the Game Director and not a programmer unless I find someone who's design and management skills I truly believe in.  Consider the Game Director to be just like a movie director.  He should talk to the Art Director to get the art style he wants for his vision.  He should talk to the music director to make sure he gets the music that matches his vision. He should talk to the programmers and make sure they can create his vision and how he needs to adjust it to fit reality.  You can't have the art director directing the art separate from the game director directing the game.   The game director should look over the shoulders of each person on the team on a daily basis to see that each person is creating things that fit his vision.  He needs to manage everybody so the project is finished on time and so they are always working toward a common goal.  If a programmer needs certain artwork by next week the game director should make sure somebody is creating that art.

So how do you start a game company ?

*) Pick a game, make it as small as possible.

This is important.  If you've read some of my other pages you should have already read about how much work making a video game can be.  That means it's important you start with something you can actually finish with a reasonable number of resources, in a reasonable amount of time and therefore with a reasonable budget.

The bigger the game you want to make the more important it is you have a very detailed plan.  For example if you're making a game with 10 levels and your plan says about as much as

"Level 3 - The Ice Level"

This level will be slippery.  It will have 3 to 5 monsters made of ice and the player will be able to throw snowballs.

That's NOT ENOUGH!  If the game is large, you need to know every little thing you are going to need for that level so you can get a true idea of what it's going to cost in time and in resources.  You need to know for example that monster #1 will have 3 attack anims, 2 idles and 1 death, 1 reaction and 1 defense.  You need to know what each attack will be.  You need to know what weapons will effect this monsters   The best way to do this is to diagram it with sketches similar to a storyboard for a movie.  Stick figures are fine but the sketches should have enough detail that someone can take it and create the needed animations and implement the needed programming by looking at these storyboards.  If the first attack only happens when the player is carrying the XYZ banana then note that on the sketch.  On the other hand if you are doing a Tetris clone maybe you can wing it.  Still if you take a look at a good Tetris type game like Tetris Attack or Tetrissphere, an awful lot of work when into making those games as polished as they are with several puzzle levels, tutorials, bonuses, characters, sounds, music etc.  It probably easily took 6 months, 2 programmers, 1 musician and 2 or 3 artists to make them that polished.

Note: some people will disagree with this in that they don't feel it's necessary to put down all those details.  I suppose I agree to an extent.  I think it's important to do it for each level before each level starts.  That means you could get away with detailing just the first level and then while the first level is being implemented you can detail the second level.  Just remember that if you find that the 1st level had 100 things to do which was going to take 5000 man hours (about 3 months for 5 people), then if you plan on having 30 levels it's going to take 150000 man hours and if you forgot 25% of the items in the first level then your estimates are going to be way off.

*) Start small and build bigger in the next game.

You think you are going to be the next Id.  You're going to make a game as good as Quake and right off the bat you'll be driving Ferrari's in no time.  Well I'm sorry to inform you but Quake is Id's 5th or 6th game.  They started with a smaller game and using the funds and technology from that game they were able to develop the next and so on.

Do the same.  Start with a smaller game.  If your dream game is to make a 30 level game with every feature known to man and tons of graphics and video and music and ...  This time start with something smaller.  Try a 3 level game or try a game that re-uses alot of graphics or both.  Then, after you shipped it, make your next game a little bigger.  Build your way up.

*) Finding funding

You're out of luck here.  Either (1) your the type of person that can get money from anybody (sell snow to an Eskimo)  If you're that type of person you win!  Please get me some money too (2) you know somebody that will give you money like a rich relative or you have a connection at a publisher (3) You're nobody.  In this case the best way to get money is to first make a really good playable demo.  Depending on the game you might be able to do something like this in a VRML like tool or in Director but most publishers are going to still need a type (1) person to sell your game or you're going to have to make a really really good demo.  Also, a publisher is going to want to know that you've got a good team in place.  A bunch of friends who say they'll quit their day job when you get a contract is not good enough.  Neither is a bunch of people that have never created a commercial game.  Look at it this way, if you had 4 million dollars would you give half of it to a group like yours?  What would it take to make you comfortable to give somebody 2 million dollars considering that most games don't make there money back?

*) Have a realistic business plan

Everybody only pays attention to the hits.  Quake, Doom, C&C, Mario 64 etc.   Those are the exception not the rule.  Every year something like 5000 entertainment products come out.  How many of them have you heard of?  Most of them you probably haven't because they didn't make any money.  Even within all the games you have heard of possibly half didn't make money.

Therefore, don't create a plan that only works if your game is one of the top ten games of the year.  In the movies 2 or 3 hits a year fund another 20 titles and didn't make money.  The game industry should be so lucky.

*) Hire good people

At least at the top.  As mentioned above, the number one person you need is a good Game Director.  Hopefully that is you but remember it will be a full time project.   Don't think you are going to have time to do more than manage and design.  You won't.  Of course you need an experienced lead programmer, and an experienced art director.  The rest of the people can probably have less experience assuming the two leads are capable of leading and teaching others.  On the other hand it should be fairly obvious that experienced people should in general be able to get things done on time, to spec and give reasonable estimates.  (Come to think of it I'm not so sure that's true, check your references before you assume that a particular person's experience is actually all that valuable)

*) Don't waste money on super expensive software/hardware

It may sound glamorous to have an SGI and Alias on your desk or an Intergraph machine with a 6 thousand dollar video card in it but in the whole scheme of things, 3 artist with SGIs and Alias = 5 artists with a PC and 3DSMax.  Everything else being equal, 5 artists will out perform 3 or another way to look at it, with the money use save you can afford to pay for outside video or for when you have those late deadlines and you're short on cash.  I've worked with all the major packages, Softimage, Alias, 3DSMax, Lightwave.  Any of them are fine for making games.  They all have their quirks and no matter which one you use you'll find something you hate about it, your programmers will find something they hate about it, and your artists will find something they hate about it so don't think if you had just bought X instead of Y things would be better.

Some things not to skimp on.

1) Buy large monitors.  Today's software requires lots of screen real estate. 19-21 inch monitors are a must for production.

2) Don't skimp on memory.  At least 512Meg per computer or more.  In fact if you're used to working with SGIs with 512Meg or more of memory then get that much memory for your PC and run NT and it will feel about the same if not faster.

3) Buy reliable equipment.  Remember that time is money.  If somebody's machine is not working and they are idle for 3 days, at $30 an hour that's 30*8*3 = $720 dollars in the toilet.  Maybe you shouldn't have bought from the garage down the street.  This is especially true of the network equipment.  I worked at one company were the network went down at least once a week for a few hours.  That company had about 45 people.  That means one hour cost them at least 45 * 30 or $1350.  After a few weeks they already lost more than they saved by using cheap hardware.

*) Hold your people accountable

Have a real schedule and weekly meetings and make sure people stay on schedule.   If the schedule is unrealistic then fix the schedule.  If the schedule is realistic and one person just can't seem to meet it you've got a problem.  Also, people in the game industry are often at work from 10am to 12am or longer.  That doesn't mean they are working more than 8 hours a day.  They may come in at 10am, take a 2 hour lunch, a 1.5 hour dinner, play an hour of Quake, browse the net for 1.5 hours.  That's only 9 hours.  That's still good.  My point is they aren't working 14 hours a day.  What's my point?  My point is that I've seen several people at various companies come in at 10:30 or 11 and leave at 8 and still do all of the above not work stuff.   In their head they think they were working hard because they stayed until 8pm (ie, past 6) and they spend all their time at work.  In reality they only put in about 5 hours and they did things they should be doing outside of work at work.  Call them on it.

*) Get rid of bad people

If there is somebody who is clearly not up to the task get rid of them immediately.  Don't wait and put if off because it's unpleasant.  People that don't cut it bring down the entire team.  Other's will resent the fact that they are getting paid the same or at all even though their work is crap or is always having to be redone or is always late.  That makes them less productive too.

*) Keep people together

By this I mean that I don't agree with the books that say programmers need offices.  I've worked both ways and for the most part I believe that making entertainment software is different from making other types of software.  You wouldn't make a movie with the director in his office and the camera man in his and each actor in another.  You're making something that not only has to be functional but it has to be fun, entertaining and beautiful.  That comes from people being together and collaborating, working together to make things their best.  You might be able to have an engine programmer not interact with the team but your detail programmers, the people that make things work using the engine, need to be in constant communication with the artists and designers and that means in the same room within talking distance.

*) Support your team

Realize that your team is working their asses off for you and that they are trying to make something great.  Support them.  Stock the fridge with drinks and snacks (if you figure out the cost for this you'll see it's actually pretty small)  If they are staying late to meet a deadline get them dinner.  Make sure they have what they need to get the job done.   Whether it's software, hardware, a new chair, whatever.

Also, never take credit for other people's work.  If the press comes in, show off the team, don't forget anybody.  There's no better feeling than getting noticed for doing a good job and no worse feeling than getting overlooked or having somebody else take credit for your work.

Be honest with your team.  Don't promise them things you can't deliver on.

*) Finish a level

Make the game playable as soon as possible and then finish the first level of the game.   FINISH IT!   If its got voice put the voice in.  If it supposed to tally your score at the end put that in.  If it needs a HUD (Head's Up Display) implement it.  If it's supposed to have a map then do it.  Dialog, put it in.  Video?   That too.  That first level should be ready to ship before you do the second level.  Ready to ship means there is NOTHING LEFT TO DO.  If you've still got a list of things yet to be done (like go through the level and add hints, or, add the final bonus crates) then you are NOT finished. Why?  Because until that level is finished and shippable you won't know how long it actually takes to finish a level.  You won't know what things you forgot.  You won't know whether or not all the things you wanted in the level will actually fit.  In order for that level to be shippable you will need every piece of your engine in place and you will have had to do each thing you will ever have to do on your game at least once.  That means you will have to solve your problems now instead of later when it's too late.  You will also find out things you forgot to plan for which means that sooner rather than later your schedule will become more realistic as you see what's left to do.  Also, once you have a FINISHED level you have something you can show the press and impress them.  Nothing is more uninspiring that an half finished level with crappy place holder art, no music, no or bad sound effects and that crashes every time you touch the pink tile because pink tiles aren't implemented yet.

One Million more

I'm sure there are a million more things that should be listed.  For now, these are the things I think are important to start and have a successful game company.   Feel free to tell me I'm full of it.


Pass it on

Comments: 1 [2]
what sort of program do i use to make games ???

could you tell me website that i could download them off ?

and also make sure that they r free........

tahnks bye

nemi no.1
posted by nemiMarch 28, 2001 at 11:20 [ e ]
Contracts....
Im In A Group That Is Desigining a Game and we need to come up with a contract ... for everyone .. cause were thinking of making this a Full Fledge 3D Game Design Business ... But We Need to come up with a contract to keep everyone safe ... But to Hire a Lawyer to make out a contract is insane .. do you know of any places that we could get a template contract or Anything ? Your Help Would be Greatly Appreciated ... hopefully you get this :] thanx
lixid
posted by lixidApril 2, 2001 at 12:45 [ e ]
Try Nolo.com and free game tools
Try www.nolo.com or this link about partnerships

As for the software to make games for free. Well if you mean you want commercial software for free then I don't have any leads. If you want software that you *COULD* make games with or that games are being made with you could make them on Linux using GCC, OpenGL and maybe Gimp and Blender.

Check out sourceforge.net for some games that are being made for free by volunteers.
posted by greggmanApril 3, 2001 at 15:33 [ e ]
Hi I want to know if am able to make a game by myself. with no help just the right software.An 256mb an knowing how to draw an programing.
posted by anon_joeDecember 24, 2002 at 22:12 [ e ]
yes you can

as long as you pick something relatively small to make or you are very creative about making it.  Like it says above, it takes lots of people lots of time to make all that artwork and animation so if you design a game that has very little artwork and very little animation then yes, you can make it by yourself.

I believe all the games on http://www.orisinal.com are made by one person alone.

posted by greggmanDecember 25, 2002 at 6:36 [ e ]
helped
well, this had everything and more it needed. good review
posted by anon_annonymusJanuary 21, 2003 at 5:50 [ e ]
Want to start a gamecompany.
Hi I want to start my own gamecompany but I don't find the programs where the othergamecompanyes are making there games with like EA Sports or Eidos.It may cost but plz can you tell me some programnames that they use plz :) thank you very much.
posted by anon_WanttostartagamecompanyFebruary 20, 2003 at 2:16 [ e ]
hey, im a high schooler, and for a project, we have to pretend to be entreprenuers, and pick a type of buisness, and pretend to start a company. i chose gamedesigning. where would i start? what would i do first if i were really starting a game company? we have to make fake commercials with slde show on a computer, but how would i go about starting a game company up?
posted by anon_gamerFebruary 21, 2003 at 13:25 [ e ]
Just starting?

A couple good places to start looking are www.DarkBasicPro.com , www.GarageGames.com , and www.BlitzBasic.com

All of them have advantages and disadvantages (and there are other packages out there) but hey all allow you to build and prototype games relatively quickly.  I have been learning incredible amounts over the last couple years in my spare time.

Building games is ridiculously hard work, but it is VERY satisfying work.  Start off with one of the more simple packages just until you get the basics of game design down, then move on to the harder stuff.

The advice above is all excellent advice.

posted by anon_EgoAntMarch 19, 2003 at 14:54 [ e ]
game maiking competition?

This is just a little question . . .

Seeing as how there's competitions around the nation for free-lance 3D animators, 2D Artists, Sound Design, and what-not; is there a competion for free-lance game squads?

As in . . . gaming groups without a publisher ship in small versions of playable games to be judged and placed in a competition?

thanks for great articles!

- butcher

posted by anon_ButcherMay 15, 2003 at 11:35 [ e ]
shaneys comment
i want to make a game on my own but i can read but after the first 100 lines it is a lil bit annoyin i want to make a game like a website www.runescape.com so could u tel me how to ???
posted by anon_SNOOPY1121HOTMAILCOMMay 24, 2003 at 6:30 [ e ]
I AM STIL IN NEED OF HELP
I WANT TO MAKE A GAME BUT I DONT WANT TO BECOME IN A GROUP !!!! LIKE MAKE MY OWN COMPANY!! I WANT TO MAKE A WEBGSITE 3-D AND WERE PEOPLE CAN GO ON WEN THEY WANT !!!! SIMPLE I LIKE YOR WEBSITE AND WOT U R DOIN BUT I WOULD REALI LIKE IT IF U HELED ME OUT!
posted by anon_SNOOPY1121HOTMAILCOMMay 24, 2003 at 6:46 [ e ]
A million Thanks

This article really carried all I was searching for weeks!! Regarding Starting Gaming Company. Are there any programs I can start with to make small RPG type games. Any information and reviews?

Thanks, Hazel

posted by HazelNovember 7, 2003 at 11:46 [ e ]
you guys should know

Most of the time, the games you see in stores are not made with a game maker tool where you can just click the game togeather.

You need somone who know computer programming, the industry standard today would be C/C++. These persons would be the ones who create the workings of the game, and decide which formats will be supported, giving way to the artists.

There are 2 kinds of artists when it comes to making games, 2D and 3D. The 2D artist would be in charge of designing the GUI, concept art and other such things. The 3D artists are the people who create the models (or characters) of the game. Both these positions are vital for any game development team.

If you can fill the first three positions above, then you have most of what you need. Putting resources togeather and finding a place to work, an office or such would be the ideal way to start, this gives a common place to work. You can use this place to come up with a Design Document. Basically a paper describing all aspects of the storyline, the look and the feel of the game.

After this, create a small demo, with the best quality you can. If you are lucky, this demo can grab investors attention, which is what you want.

But anyway, the moral of the story is that asking a questions like "How do I make a 3D game?" is much to general, but hopefully I gave you an idea of some of what it takes to get started, but don't be discouraged, it is a very fun business.

posted by AnthonyJanuary 12, 2004 at 21:42 [ e ]
its fun to make games..my company is ..adwarns studio..advanced 3d..
posted by kinghallinFebruary 25, 2004 at 13:04 [ e ]
Get the ball rolling.

I've read your article and it really gave me a jumpstart.

I really didn't have the information you provided about getting a company & funding.  Is there a way to find someone who is looking to fund a game?  I have the Idea, but you really helped me out when clueing in EVERY aspect of the game.  That helps me now to keep the original idea I had going before I start a company.

Also, good luck GMAN!  I really hope to see and/or play one of your products.

posted by MattMarch 11, 2004 at 15:46 [ e ]
great
do you..really.. i have make 4 god games..i have not an website. do you make games? matt
posted by kinghallinMarch 18, 2004 at 9:17 [ e ]
Thanks

I would first like to congratulate you.

I have a couple of things to say and a couple of questions. I am only 15 and my only ever dream is to make an RPG computer game. I have read up on many and have created a few using the RPG creator computer games for the playstation. I think i fit the catagory of Game Director. everything you listed just seems natural to me.

I have the whole storyline, charecters and maps already thougyht out for a perfect game. I have an artist who cna visualise with me. I Have worked with him already and he has made pictures of the main charecters and weapons with them.

I have also thought up a name for the game and company. BUT as i am only 15 i am not exactly in the scheme of things.  I have read, in newspapers or other articles, about kids who are my age and have created games. i guessed that was because they were really smart. I am not, however, a grade A pupil. Things like computing, maths, english,a little art and graphics are my strong points.

I know this is a bit of a biography but i was just wondering.... Is it actually possible for someone like me to create a game? i am asking you because i believe you seem to know what i am going through.

Thanks!

posted by ThomasFitzsimonsMarch 21, 2004 at 12:06 [ e ]
Yes, it is possible.

I made games when I was 15, although not RPGs.  The thing is you have to realize that most of today's RPGs are made by HUGE TEAMS.  40 to 100 people working 8-12 hours day, 5-6 days a week for 1 to 3 years.

So, that means in order to make your game you are going to have to be extremely creative in how to make it as cheap as possible with the people and resources you have.

That means coming up with creative ways to re-use art, designing systems that don't require new programming for each and every item in your inventory, etc.

This idea comes up in the movies all the time.  The budget for Terminator 1 was probably 1/100th of the budget for T2 but T1 was still a great SF movie and that's because they were creative.  The write a good story and found ways to tell it without crazy expensive effects in every scene.

posted by greggmanMarch 21, 2004 at 19:03 [ e ]
Greggman..

i have one last comment.. thanks m8 u have givin me insperation to continue. i understand what u are saying.. its like re-cycling. i gotta use the same art work for different parts right?

Oh and another question. would you ever ocnsider making an rpg game?

posted by ThomasFitzsimonsMarch 23, 2004 at 12:13 [ e ]
Would I make an RPG

Maybe,

Generally I like action adventures (Zelda) more than RPGs.  To me, the definition of an RPGs is a game where you walk around, talk to people and fight but all the fighting is done by selecting things from menus. Attack, Use Spell #3, Use Item #12, etc.

I prefer to actually do it actionwise, I swing the sword by pressing the button to moving the stick etc.

But, I have enjoyed a few RPGs.  My favorite was Chronotrigger for SNES.  I also enjoyed some old ones like Alibaba and the 40 Thieves the original of which was on the Atari 800 as far as I know and you could play up to 17 people at once!

posted by greggmanMarch 23, 2004 at 18:53 [ e ]
You never played final fnatasy?

have you ever played final fantasy man?... you dont know what u are missing its the best ever :P ive played chrono trigger i enjoyed it but not as much as final fantasy

i have played almost every rpg on sale :P thats why my obessetion i guess.

posted by ThomasFitzsimonsMarch 24, 2004 at 8:29 [ e ]
FF yes, but...
I don't like the random encounters.  In Chronotrigger there are no random encounters.  I'm not saying FF is a bad game, just that I personally find random encounters frustrating.
posted by greggmanMarch 24, 2004 at 20:58 [ e ]
hee hee
:p i liked that :P
posted by ThomaFitzsimonsMarch 25, 2004 at 10:43 [ e ]
help with system making
 Me and my friends want to make a system for playing games. I know most of you think im insane but hear me through. we have a design and ideas for games but what is your opinion on a way we could get funding and make this acually happen. this system does not have to be big but we at least want to start a company. what should we do?
posted by EskimoMarch 26, 2004 at 15:45 [ e ]
Silver Zero Video Game Makers
This was great! It was a plesure reading it. I remember 2 years ago, when I first read this. I took your advise, and became a very popular game designer! If I do say so myself! I did everything you said on this, and it worked. It was amazing!
posted by NicholasYudichakJune 5, 2004 at 13:09 [ e ]
...
Well...i have this RPG freak in my class, and this ultimate artist, and me and my m8 r gonna take up web design, then game design, so if we made a company together, we would be well up to it!!!
The artist would be the lead artist, my and my m8 would be lead designers and the freak would be the Game Director.
We have all we need, as the freak's dad has got money(quite a bit), so does the artists dad, and my dad has only abit, so we have the guys, money(hopefully) and even the equipment(soon), is there ANYTHING else we would need?¿?¿

PS: Beta look next time Greggman, Good luck!
posted by Demonic_Slayer_83June 18, 2004 at 7:16 [ e ]
...
posted by Demonic_Slayer_83June 18, 2004 at 7:44 [ e ]
...
ok...sorry about the last comment, as there is nothing at all on it:)   i was ment to type the following

The freak, plays D & D, and i am 100% interested im RPG's, the freak, is also a good artist, BUt, he draws lame bodies, arms, hands, legs & feet, but he draws good heads,BUT, the artist draws fantastic bodies, arms etc, except...when he draws faces, they look like they have been hit in the face with a frying pan!!! lol

The reason i found this website, im on the last day of my work experience, and was bored, then came across this website, it has the most info i have seen, for ages!!!

Obviously this is the website:)

Keep up the good work, and im not sure, but i ahve had a look at the particles, and it doesnt seem like this site has been updated for AGES!!!
and seems quite old...

PS: Sorry about the insult, but u have 2 addmit, it is kind of...old... should i put it?
posted by Demonic_Slayer_83June 18, 2004 at 7:53 [ e ]
i'm curious

Well I read all that you have said on this site and i am quite intrigued with the whole concept of creating games. I'm 16 yrs old and have fun while I work is the most ideal job for me, I'm not that knowledgeable about how all thes aspect of gameing desing come together but from all that I have read I am quite sure that I would be caple of being a game director.

I  am a bit worried that if i take game desing as a prfession that i won't be able to cut it, things that wory me the most are Buget,Time limit and Staff, I mean without the right buget your whole company will go belly up, if you don't meet the time line you'll be screwed and if your staff is uncooperative then you might as well pack it up and go live with mom.

You Tips are very well put together and they make alot of sense, like makeing your employes feel good annd helping them finish the job I especially like one of your comments "Make sure they have what they need to get the job done.   Whether it's software, hardware, a new chair, whatever." Makes alot of sense, but since I have no experience of game desing and and budget  and buisness mamagement do you think I could still cut it, or should I just find something else to focus on.

 All i need to do is begin learning and gaining experiecne right away. how don you suggest i go about that? If I am capeable then I have a few more things to ask.

1) how would I go about hiring people?   

2) how would I keep my budget together?

3) if i needed new equipment what would be the average price limit for it thing like hardware, sofware,equipment etc?

4)how much dose a game cost to make and how much can I expect back?

5)in comparison, what would a desing tems frist game be like? i just want a name of a game which was a desing teams first.

6) how much money will it take me to get started if Iam on my own?(I mean I start on my own and are looking for people to work for me.)
7) would it be smart to take a loan from the bank and find sponsership later on in the buisness? or find a sponser befire i begin to make the game?

well I guess that about it for my questions, I hope to hear some answers very soon. As I said before i am very interested in gameing desing and i would like to own my own company. I'm still trying to figure out a god company name, but i'm sure that I'll come up with something.

 

thank you                                                                               sincerly

YoungStar_09

posted by YoungStar_09July 9, 2004 at 6:27 [ e ]
thanks
Yo I'm starting a company with my friends are first game Arrival of Darkness with your help and tricks will come out sooner then it was suposed to.THANKS!!!!!!!!!!
posted by RPGQUESTSCompanyAugust 8, 2004 at 5:36 [ e ]
I'm 9years old and own my own company!! So hah!!
posted by dghjagdhjsDecember 25, 2004 at 13:17 [ e ]
second that thanks
Your article seems very insightful.  

The only place I would disagree is on having everyone sit together.  I've worked in this environment before and it can be very difficult to concentrate because of all the side conversations going on. Some people can handle it, but I become completely unproductive when I have any distractions or feel like people are moving around.  I don't know the real solution here, but there are times when its helpful to be with others (for parts of the coding) and other times when you need isolation to think.  

A couple ideas I've had in the past is to have a pool of offices and allocate days for each individual during the week to be in isolation.  Another one that actually worked quite well was to have offices with 2 people in them and pair those people on projects and tasks.  Put dividers in the office to cut off line of site and let the developers keep focused.

What I found most useful was your insight on the social and political issues within a company.  I had never thought of some of those things before and I've founded 2 companies with more than 20 employees each.  One thing I must say is that partners can work out, but as you pointed out, all but one partner must take passive roles or divy responsibility with clear boundries and lines of authority.  It helps if the personalitiess of the people are complementary and compatible.  If you get two egomaniacs who want to push their ideas, then its going to fail.

Also, you didn't touch on programmer types who are very very good, but don't work well with others.   I've seen this so many times- they lack the interpersonal skills or aptitude to get along well with others, but they are awesome developers.  Do you fire them?  Do you carve off pieces of the project for them?  Do you give them authority- how do you deal with this?  In the companies I've founded or worked for, we end up giving these people large self-encapsulated chunks of the project that they are responsible for...the trouble comes when you have to be critical of their portions.  I think they have value...but don't look at their demos and let your jaw drop until you feel out their interpersonal skills.
posted by ByronGJanuary 14, 2005 at 10:32 [ e ]
the Program?
Yo, i already had more than 7 people to work with me, and i don't worry about budgets. But could you tell me where can i found all the program used to make the game? where can i download? and could you tell me the NAME of each one of the computer that could be used to do the program. Please help me!!Thank You.
posted by WauApril 10, 2005 at 9:16 [ e ]
How do you add cheat codes to games like final fantasy?
posted by LumpyBoyMay 12, 2005 at 13:36 [ e ]
Sorry, that last one got messed up.
I don't know how to get a company and all that. I know you need a lot of $, but I don't have that kind of money. I'm very young and have great ideas for games, but how do you get a company? Do you post something in the internet like "Get me a company. Will pay big money."? I don't get it! Please post it here so I know!
posted by LumpyBoyMay 12, 2005 at 13:41 [ e ]
just me!
I would be more than happy to dream up as many game ideas as you like.you guys need to start with games that can be downloaded online for 1.99  .and then go slowly from there building up your capital.Only about one percent of game designers go to the top over nite.If you want any ideas from me thats cool,just dont forget me if you ever hit,pardon me ,when you hit it big time!!!!!
posted by jamesJuly 7, 2005 at 16:55 [ e ]
No company... just games

Hey,

I wanted to say thanks for this awesome advice.  I also noticed that no one on this message board knows how to spell, so I thought I would break the record for bad grammar.  He he.

Anyway,  I love video games, and I really could care less about creating my own company, however; my friends and I are always going on and on about "The Ultimate Game"s  we know they will probably never become a reality, but we love to dream.     We have written down every idea that digs it's way into our heads.  We have the plots, characters, story lines, and even audio and video aspects of the games typed, printed and even mailed to ourselves.  (A cheap and make-shift patent.)  We don't want to create the games for old consoles though, because, trust me, they wouldn't be able to handle them.  We have the designs for a new console, and I even have a rather large, if I do say so, computer geek who even came up with some of the hardware for the console.  After months of planning, the game is actually starting to look like it may be possible.  Now the only problem is finding some dough.  Either find a smaller company with the potential of a great promotional demo, or maybe send the idea to a larger company such as Microsoft or Sony.  Maybe even throw a bone to an extremely rich and lonely man who would like to "donate" some dinero.  I hate the idea of letting out our game plans, becuase I've had experiences with ideas being stolen, mostly with web design for our highschool website, but it was extremely heartbreaking to me.

So anyway, maybe someone could lend me an idea of where to find some money or a company that would like some ideas.  I have every detail of every game, and I'd be happy to create a solution to any problem they face.

So, I will stop destroying this message forum all with my bda gramer an leeve yoo too your worc.  Thnx

prim_hollow@hotmail.com email me if you can help!  Thank you!

posted by GavriloPrincipJuly 18, 2005 at 20:01 [ e ]
Nice

Hey, I've been working on a platformer, and through a search concerning collisions, I ended up here (well, on your MC Kids article).  I've been having issues with getting collision detection in my game to be complete and efficient (it seems way too calculation-intensive for what it does, and occasionally objects intersect on corners, which is not so nice).  A lot of what you said there does apply to what I'm working on, though of course the memory constraints and limit of 8 active objects is not really an issue (thankfully..).

Now, in regards to this article, I'm glad to have read it!  I've been trying to figure out what to do with myself once grad school is over, whether I want to jump on board someone else's company or start my own.  I've been intrigued by game design ever since tinkering with Doom back in the day, and in the past few years I've made some pretty much incomplete games in an attempt to figure out what I need to do (by the time I'd get anywhere in the game I'd figure out a better way to do it and start on another one).  This is useful as a learning process, but I've got very little complete work to show for a portfolio!  But anyway, this article makes the concept of starting a game company seem much more possible, because of your explicit tips and implicit hints (the fact that you've started not just one, but three game companies definitely makes it sound like something that's not as mind-bogglingly difficult to at least try).

Anyway.  I could see myself as the lead developer or the lead programmer.  In fact, I'd love to be both, but what you're saying (and what I have heard) indicates that that is basically impossible.  I guess I'll see how it turns out..

Well, good article.  I'm done.

posted by DougKDecember 13, 2005 at 12:12 [ e ]
Gaming
I'm 15, ending my GCSE's and looking for a career in Gaming. I'm looking to start my own company when I'm about 18 after a couple of years in training. Any other extra tips anyone wants to offer me?
posted by SummonerPhoenixFebruary 2, 2006 at 5:14 [ e ]
Good Stuff

I particularly like the "Finish a level" portion of the article.  I don't plan on professionally starting a game project, but your observations and experience in this area are great for my hobbyist aspirations.

Thanks.

posted by MartinFebruary 7, 2006 at 6:51 [ e ]
Well
I really think you guys are dreaming, every body has a good idea, alot of people can draw well or think of the "perfect" game, starting your own company is stupid, just try to make a small game on your own and then show it to people and they might want to join.
Don't make games in softwares like "RPG maker", some times the games you make there a better then the games you make by programing, but people won't apricate it very much and even you would know that you didn't really fully make it.
Go study C/C++.
I only know Visual Basic (and .Net), If you want to make good games, Don't go studying those, you can make really good games on VB but it's much harder work then doing it on C/C++..
I have maked some games myself, just alone in VB, mostly non-graphical super-simple quest games (like lets say.. Pheonix Wright) and sometimes small RPG's
posted by KimiFebruary 14, 2006 at 12:34 [ e ]
Thanks
Thanks for an excellent article.  I've been in the software world for decades, but am just getting my first game company off the ground.  I especially enjoyed all the links you have provided.  Good luck with everything!
posted by LokiranMay 25, 2006 at 18:16 [ e ]
Great idea
i have this great idea for a game that i think could be bigger than any game ever. there are just one problems i dont know how to start.
posted by LuisRosadoJune 2, 2006 at 12:42 [ e ]
Great Idea 2
as the first one said, i too have a great idea. actually i have many. i keep them all stored away so oneday i can bring them to live but i know anything at all about starting a company or video game design. could you mabey give me some info on how this proccess works. like is there a lot of legal documents and things or do i rent out a warehouse, fill it with computures and call it a company.
posted by BobMcoyJuly 4, 2006 at 10:15 [ e ]
Great article
I enjoyed reading this article very much. Your first experience summed up mine to a T. Unfortunately, I haven’t tried again after my first attempt. I didn't give up on it, it's just really hard to find the right people. Anyway, thanks for sharing!
posted by tokidokizenzenAugust 16, 2006 at 7:05 [ e ]
future video game company

I'm starting in java programing at my highschool and I was wondering if that would be a good starting point toward makeing a videogame company.

It's going to be called Karatio interactive....I'm so excited :D

posted by WilliamDoucetAugust 18, 2006 at 17:48 [ e ]
cool new game
i want a game like in the roman times and you walk around and colloct with chartcherts like runescape
posted by some1benethSeptember 12, 2006 at 8:32 [ e ]
Talent Strategist, Big Video Game Publisher's Studio

Now thats some good advice. I work in a studio,  (I hunt out and hire the cool people who work there, sort of a professional geek collector =) ). And I am always impressed by the level of work, collaboration and savy that goes into not just the game but the operation of it all. I am lucky, I work for a publishing entity. And I have worked for smaller houses too... but I see more "big ideas" fall to pieces because people are just plain unprepared for the truth o what the industry is and dont do their homework.

So: Good blog! Sage advice! I hope that those who read it hold on to their dreams and go for it, but have their feet planted on the ground just enough to keep in touch with the difficult reality of what it really means to start your own game company.

Makes me think about that big plan me and the gang have of striking out on our own someday... *sigh*....

Man, I love Games.

posted by SeattleNOctober 5, 2006 at 0:23 [ e ]