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Are there any good ways of assembling a small game team?

:iconpofthedeviant:
PoFtheDeviant Featured By Owner Sep 27, 2020  Hobbyist Traditional Artist
(The advice Im looking for is at the end of this tangent.) I'm looking for people to help me with a game idea of mine. I'm the character designer and my friend Kasden95 is the director. We need a spriter, a person to make music and sounds, a person for the stuff dealing with collision and life bars, a person for backgrounds, a quality tester, a programmer, an animator, beta tester, alpha tester, as well as stuff like that. The game we were wanting to make is a Street Fighter type of Sprite Based 2-D Brawler with 8-bit music to give it a classic feel. And with 32-bit sprites for max enjoyment. The only problem is I wanted to get into it on a whim. Were only in the concept phase. For the most part even though we have a large cast planned for the first version of the game I know we can only do a limited cast for it at first. Back to the whim thing. Im jumping in knowing nothing about making one. My friend Kasden95 I mentioned earlier is actually in the middle of working towards a video game degree. So were looking for a good way to start a group despite not really knowing how. If anyone has any advice that can get us further along that doesnt involve us quitting or waiting til much later then please let us know. Were serious about this gaming thing. Its a passion project were wanting to start. Kasden is busy with classes and I started a welding job for some money on the side but our hours are long so forgive us if it takes a while to reply to your comment.
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:icontalentlessfiend:
talentlessfiend Featured By Owner Sep 28, 2020
You're going to need a complete game design document that outlines the entire scale of the whole project. (The fighting system (e.g. 4 buttons or 6 buttons), how many characters, what their moves will be, their endings, how many stages, game modes and features.) Once you have the vision of what you want, then you can move on to hiring people and directing them to the tasks you want completed.

Maybe have a journal that explains the whole project and a sketch or two to sell the image and hype people up. If you hire free people now based on a whim, they're going to have nothing to do because there's no game design document or direction to follow, and lack of work means lack of engagement. That lack of engagement is what loses people.
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:icontangiwai:
Tangiwai Featured By Owner Edited Sep 28, 2020  Hobbyist General Artist
I'd suggest approaching an indie project group and asking them questions.  You'll get better advice from folks that have made games or finished their projects.

A pitch is a good idea too with a defined scope, and even a tentative timeline.  It shows some planning has gone into the game.  If this is a passion project meant for 'free'.  The amount of expertise you're after won't come easy.  Most folks that specialise in that kind of work charge per hour, or are already involved in other gaming projects.  If you don't have a budget you'll struggle to get them interested.  It might be an idea for your friend to ask around in their classes for help.  If they're studying the same things, they might be interested in helping out.  Could be good for course credits or even as a degree's final project.

Start small.  Forget a big game.  Make a small achievable prototype that could be made into a 'big' project at a later date.  It'd be best to have an idea that can be expanded than nothing at all.

Also considering you're only able to do the project 'casually' in your spare time.  The timeline for completion will be long.  Most folks that might be interested are likely to be only available casually too.  They might drop out as well at a later stage or even early.  If they're artists doing commissions, they will likely prioritise anything money-making before your project.  So you might get gaps in team members anyway. 
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