How do you build your dev team?

How to pay team members?

  • Lump sum payments for work rendered

    Votes: 4 16.0%
  • Percentage of Patreon intake

    Votes: 7 28.0%
  • They volunteer to help

    Votes: 2 8.0%
  • I'm a team of one, and proud of it.

    Votes: 10 40.0%
  • Other (respond in comments)

    Votes: 2 8.0%

  • Total voters
    25

MrBree

Member
Jun 9, 2017
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Building up a team is one way to more quickly develop a game. I'm wondering how people go about this. Understanding this is very useful, since it is critical to have a good relationship with your team members. We also need to understand how to best coordinate the work itself.
Any thoughts as to how to best work with other people to develop a game?

I have a bunch of questions to get a better feel for the topic, but the poll included is a good yardstick question. If you are going to work with others, then you need to pay them (especially artists!). What would you do? What works best?
 

Winterfire

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Sep 27, 2018
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Real Answer:
I offer myself a beer and suggest a game idea to develop, I slap the beer off the table and tell how I am powered by coffee, I argue with myself for a good five minutes.

My opinion:
More people = quicker updates is a big misconception, more often than not the exact opposite will happen.
It works that way only when there's a good management behind.

To answer your questions though, there are different methods... I often see on reddit people offering such "jobs", often promising a cut of the patreon funds.
Usually artists get paid on commission (Devianarts) and same goes for voice actors.
Of course different artists may offer different deals, it is something you have to work with them as it is nothing universal.
 

polywog

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May 19, 2017
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Patreon is an art thing. Yeah there are games hidden in the closet on Patreon, but they aren't advertising or promoting games, you have to do that yourself, patreon just takes your money.

Artist is another story. Your artistic render fucking your mom is perfectly acceptable on patreon, and they are willing to pretend they don't know she's your mom. They will promote your art, and give you the respect you deserve, for practicing your right to freedom of expression and exchange of ideas. (games are banned for this)

So your artist is going to bring in the most Patreon bucks (depends somewhat on the type of game)
If you choose to commission an artist, and pay them for their work, as a contractor. You're cutting off your own foot. Many artists will work for money, but on a per piece basis, it's unlikely that they will really get into it, and make the project great.
A good artist is going to copyright his/her work, and grant you license to use it in your game. He or she will make money from their art through Patreon, ect. Licensing is cheaper than exclusive, yadda yadda, yadda.

A game isn't just "I fucked mom" it's "Here's how I fucked mom, and you can fuck her too. Try if you dare" and players are like move over bro, i'm gonna fuck her so hard, she'll adopt me. This, my friend is the result of writing. The writing goes hand in hand with the art, til death do they part. Likewise a writer can copyright their work, profit from it themselves, and license you to use it in a game, but it wont be the same if you don't put a ring on the writer's finger.

Making these games is a marriage made in hell, the unholiest of unions produce these demon spawn, breathe life into them and they will serve you well, but they will sense the mere though of divorce, and devour you.

Fucking mom requires more than just words and pictures, you need coders to spread her legs and hold her down while the player does naughty things to her. It was one thing for her to let you back in her vagina, the player is gonna need help. Mom's gonna resist, so you cant just use any coder. You need one who knows how to treat a woman, how to please a woman. One who's into this whole unholy orgy of game development thing.

Each partner brings something to the table. Paying or treating them like prostitutes might get your game off, but it won't bring the deep satisfaction that you can all get from being part of a team, with your mom as the coach. Each and every member devoted to giving her the utmost pleasure that they can acomplish. Each reaping the rewards of her gratitude. No leader telling them what to do, each taking turns being on top, devoted to her satisfaction, and her tending to their needs in return.
 
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Saki_Sliz

Well-Known Member
May 3, 2018
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In America, I know that when someone makes something, say I make the code while my partner makes the art, we both still technically own our stuff. So if we don't fill out a contract, one person could just leave and take all their stuff with them. I think this happened with one of the big adult breeding simulation games where the artist wanted to go another direction with the game so he/she took all their art with them and it basically killed the original project. So sometimes contracts are made just in case a contingency plan is needed. But afterwards, I find I prefer to use a royalty system (such as a percentage of the patreon) the reason for this is so I can still own rights to my code and control it a bit, so I can use my old code again in a new project with out having to worry about any of my past project going big and sending lawyers after me to keep me silent (which is kinda why I left the industry to just do nsfw solo projects as a hobby instead of a job now). It works the same for artist and music makers.
 
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User_886295

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Many ways to build a dev team. Most people just get there friends who will do it for free unless you don't have any. Then just pay a small group either out of your own pocket or from a percentage of your patreon intake.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
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Jun 10, 2017
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In America, I know that when someone makes something, say I make the code while my partner makes the art, we both still technically own our stuff.
If my memory don't betray me, it's included on the 1886 Bern convention. So it apply to most of the world. What you do stay your own property, unless stated otherwise by a contract. It's what happen when you're employed ; your employment contract include the fact that the society you works for own your creations.
This said, even with a simple commission contract and without any contract, legally speaking you can't this easily remove all your works. You've been payed knowing that what you do will be used in the game ; and this money is seen as payment for the right to use your creations in the game.
For you to take back your creations, the contract need to include a date limitation for the permission to use your work, or you have to buy back your work.


I think this happened with one of the big adult breeding simulation games where the artist wanted to go another direction with the game so he/she took all their art with them and it basically killed the original project.
He also took all the money, which was the main problem.
Without a contract stating that he was working for X, and a juridic structure for the entity that was the indie studio, there were nothing saying that he had no rights on this money.
 

MrBree

Member
Jun 9, 2017
171
157
Real Answer:
I offer myself a beer and suggest a game idea to develop, I slap the beer off the table and tell how I am powered by coffee, I argue with myself for a good five minutes.

My opinion:
More people = quicker updates is a big misconception, more often than not the exact opposite will happen.
It works that way only when there's a good management behind.
"It's complicated" is honestly the best answer to the question. Which is why I wanted to discuss the subject. Game development requires multiple skillsets including writing, artwork, programming, etc. Not everyone has the capability to do all of them at a high level. This is where hiring others comes in. Adding capabilities which wouldn't exist without extra support. In my case, I couldn't include 2d artwork in a game unless I hired someone. But I like 2d artwork.

So the question becomes if hiring someone would be worth it. And how would it work?
Most artists have issues with the "You'll get paid eventually... maybe" from the Patreon route. Eating today is a good thing. And no, 'getting a friend to help' isn't reasonable. A friend doesn't leech free work off his buddies.

But commissions have their own problems. @polywog had a reasonable statement here:
So your artist is going to bring in the most Patreon bucks (depends somewhat on the type of game)
If you choose to commission an artist, and pay them for their work, as a contractor. You're cutting off your own foot. Many artists will work for money, but on a per piece basis, it's unlikely that they will really get into it, and make the project great.
So there are issues with both perspectives.
 

polywog

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May 19, 2017
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A partnership is kinda like a marriage, where you make a child together. Lots of sex and out pops a game. A young couple can't live on love alone, they gotta eat, work, school, time with their family and friends, vacation, lots of things to balance. You have a child together and that child needs lots of attention from all it's parents, lots of responsibilities to share. If there are creative differences between you, you need to work that shit out for the sake of the child, you can divorce but the child doesn't magically disappear, you need keep working on it. Choosing partners isn't something to take lightly. You've all gotta be responsible, and love that baby, helping it grow and even after it's grown and moved out into the world. The baby doesn't belong to one of you, you are it's parents for life.

A cheezy pick-up line like "hay baby I seen your work, and it gives me a boner. Let's make a game together" might work.

Take a look at all the orphan games, abandoned, and aborted. You don't want that to happen to your game do you.
 
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lancelotdulak

Active Member
Nov 7, 2018
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I'm working on a game now... I'm mostly a coder and I've been thinking about this. I've learned to use Daz, I Can model, I can write etc. It's a lot of time I don't have so it's slow. Honestly I think my art is better than 90% of the games on here so I don't want to bring on an artist. My actual expertise is in coding so it seems silly to bring on a coder. (And game design in these games is usually idiotic thus the need for walkthroughs). I'd LOVE to team up with a good modeller/blender artist who would follow my lead ..and split any $$ depending on workload. But I'm very hesitant about doing it because I don't want to deal with some lazy flake or weirdo..and at the same time would want to write a contract that is fair and protects us both.

If you guys know of someone very good with blender I'd love to give it a shot depite the misgivings
 
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lancelotdulak

Active Member
Nov 7, 2018
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It's not very hard to be better than 90% on here. It's pretty damned easy to do DMD level graphics. It just takes time and a desire to do so. I mean for gods sakes the fact that qsp games and a lot of rpgm games exist at all. You have to care about details. Now i cant model them because modelling a human in 3d requires a sculptors talent and thats RARE.
 

lancelotdulak

Active Member
Nov 7, 2018
556
557
One of these things is not like the others....
it appears you dont know anything about 3d graphics. Not everyone who produces 3d graphics sculpts humans. You dont have to be able to sculpt a face in zbrush to create a scene.. or even a movie. You may be shocked to know that not everyone who worked on Avatar is a sculptor.
 
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Zairus

Member
May 25, 2017
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it appears you dont know anything about 3d graphics. Not everyone who produces 3d graphics sculpts humans. You dont have to be able to sculpt a face in zbrush to create a scene.. or even a movie. You may be shocked to know that not everyone who worked on Avatar is a sculptor.
Thats true thats not every modeller sculpt human faces and such, but every modeller(we are not talking about begginers) able to sculpt and create things like this(in fact, able to sculpt everything), even if that's not they speciality, result probably gonna be not that's great, and it's will take a little more time for them.
 

Infidelisoft

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Mar 18, 2018
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Lump sums for delivered work combined with a percentage of any income for the artist. A programmer and even a GUI designer or musician can be replaced without harming the project too much I think, but a 2D artist should have some incentive to keep working for the project other than separate commission fees.
 
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MrBree

Member
Jun 9, 2017
171
157
Lump sums for delivered work combined with a percentage of any income for the artist. A programmer and even a GUI designer or musician can be replaced without harming the project too much I think, but a 2D artist should have some incentive to keep working for the project other than separate commission fees.
That's a good point. That both ensures the artist is happily paid, but also has a vested interest in the long term success of the project.