I Have a Plan; Now How Do I Get Started? - Game Developing

Okay, I will assume for the rest of this chapter that you have at least a handful of developers who have banded together to create a game, modify a game, perform a port of a game, or have some other subcontract to sustain your team. (Again, if you have your own pile of money, much of the start-up phase loses its romantic challenge.)

Your first priority must be to execute your first project on time, on budget, and with as much quality as you can muster. I list the priorities in roughly that order. As this is your first project, more than likely you have been commissioned to perform a relatively modest project on behalf of a publisher. This publisher is taking a chance on you, they believe in you, but it is more of a trust-but-verify type of trust. As your team is new and untried, it is doubtful the publisher is expecting you to light the world on fire with amazing new features not found anywhere else. What they are expecting is that you will conduct your company with professionalism, and deliver what you said you would deliver on time and on budget.

That will be the truest strength of your team: how strong a game you are able to create while remaining true to your advance and time budgets. The first step of delivering your contract on time and on budget is being sure you have the right developers to perform the work. Um, Erik, what about forming a corporation and office space and my business cards; it seems like we need to cover this before I hire any employees. Yes, those are important; however, I like to be sure production is rolling before I attend to some of these niceties. When we started Taldren the existing Starfleet Command team first rolled straight into production on Starfleet Command II, while Zach, Sean, and I found office space, a payroll company, and tended to a hundred other details of setting up a company

All rights reserved © 2020 Wisdom IT Services India Pvt. Ltd DMCA.com Protection Status

Game Developing Topics