TTZ Gallery
Photo Uploads

2007 CES Show Floor

by Moto


2008 Las Vegas CES Parties

by Moto

How To Start Your Own Game Company

belthaz-w.jpg (12207 bytes)

Recruiting, you'll no doubt have to do it to fill some areas, whether its by websites, around your school or university, whatever. But I'll tell you a little rule now, it doesn't matter how talented someone is, if they can't work as a part of the whole, there isn't much sense in bringing them onto the team. This is especially critical for freelancers who do this in the off time and don't receive a steady income from it, if anything at all. Loose bolts on a team has spelled the downfall of hundreds of upstart game development groups, software groups, and even more mod teams for games such as Half-Life or the Quake series.

Also, there's the other type of team unit that can spell your downfall, this type is the slacker. Its all well and done to do something as a hobby and not have a lot of time to devote, but if you have a team member who's holding the entire project back by not finishing a key element in a reasonable amount of time, or continues to submit work that is shoddy at best, then you might just have the slacker type on your team. No one likes having to wait a month just for someone to finish some small, but crucial piece of the project. Other members of the team suffer from forced inactivity, which can really suck, trust me, especially if the team is really driven or full of energy to finish the project.

It's always good to try and find people who are talented, able to work well in at least a loose team environment (such as a virtual team across the net) and have at least a little bit of enthusiasm for the project as a whole. People like this can be a bit hard to find, or they may be among the other hordes of lamers that might clamor to join you if you have a website or other method of informing large numbers of people. Its pretty easy to get word out that your forming a mod team, or a development team, sites such as PlanetQuake's Polycount usually don't have a problem with listing "Help Wanted" notices for groups.

Perhaps one of the most vital tools for recruitment is actually getting to know a person somewhat before you say "Ya, hop on!". Talk to them, its simple, its effective, it only takes a day or two of having them on your ICQ list or on IRC, or email or whatever. It can tell you a lot about someone and help you better sort gems from jerks. If you want to test talent, assign the person in question some task on the project on a submission basis, and see if you like what they do. For example, you want to see what a 3d modeler can do for you, sure he has some work for a portfolio, but what does he do for you with you're team? Something like "Model an orc for the bog" or "Can you create an armored soldier we can use for this military base?" will let you see just what they can do for you, and more importantly, if they actually want to do something quality for you. Its pretty irritating to bring on someone with a phenomenal portfolio, only to find they really don't want to do anything beyond "ok" or "average" for your project, or worse.

Next page: Taking a backseat

[Page 1] [Page 2] [Page 3] [Page 4] [Home]


Processors PC Cases RAM Memory Free Cell Phones
Digital Camera Flash Memory Laptop Computers LCD Monitors
Hard Drives Motherboards MP3 Players Plasma TVs
Video Cards Desktop Computers Handheld Devices DVD Players
Learn more about the Sony Handycam DCR-HC32 Mini DV Digital Camcorder Camcorders Canon Selphy DS700 InkJet Photo Printer Printers Routers Wireless Networking Computer Speakers


©1998-2005 The Tech Zone | Site design by Janne Puonti, Backend by David Grampa. | Privacy Statement