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Hash, Inc. - Animation:Master

cash

*A:M User*
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Posts posted by cash

  1. Most of all have fun. Once it becomes a burden and not fun anymore, it's time to hang up the gloves.

    'Course no project should be done under pressure. I can't stand pressure driven environments myself, so our projects should be casual, done at our leisure and lots of fun. :D

     

    Things of quality and character are always done carefully over time.

     

    This isn't a business. If we wanted more pressure, we'd get extra jobs!

  2. Might I suggest that someone... anyone... actually know the real names of the people involved? The names wouldn't have to be publicized. Only those on a 'need to know' would need to know...

     

    Just a thought. Feel free to discard.

     

    Rodney

    Yes, names will be uh...named.

     

    They would have to be for contractual reasons. And anyway people should know who they are dealing with.

     

    This kind of endeavor won't leave room for secrecy.

     

    Also there will be a probation period for volunteers so as to gauge level of seriousness and an easy opt-out arrangement so people can leave the project without throwing production into chaos.

  3. I assumed you, among others, weren't interested SandGroper because the topic seems dead in the water.

     

    You asked a question, "Who's in the driver's seat?" I answered it and you said nada, zip. No reply, no nothing.

     

    What else am I to infer from a total lack of response?

     

    On top of the fact that you were the only one to respond to the proposal in the first place tells me that the idea is obviously ahead of its time or that no one is interested.

     

    So whats a visionary to do? ;)

     

    In the mean time, I'd like to know how the Action Bird team was put together. Did they volunteer, were they paid and how motivated were they throughout the process of conception, creation to completion?

  4. Hi Triath5147,

     

    I've suggested starting a volunteer driven game-dev group but no one here is interested.

     

    I'd like to benefit from your experience by asking a few question about making the Action Bird game.

     

    Was it a volunteer effort or were participants paid for their effort?

     

    Also what was the group dynamic like?

     

    Were people motivated through and through or did the going get rough and slow down at times?

     

    How was development leadership, casual or deadline strict?

     

    Let me know,

     

    Thanx.

  5. You mean 'who's in charge of the volunteer group?"

     

    No one and everyone.

     

    We will create an environment of round table, equal opportunity game development so the majority don't have to work in servitude to one or two elite people or factions in the group.

     

    Everyone has to work for and with everyone else at some time or another.

     

    For example, lets say team 'A' is developing your game idea.

     

    You, being the game designer will be in charge of its production and that team.

     

    At the same time you may also be working as a character designer for another game under development by team 'B'. That team's game designer would be in the driver's seat of that team, while you are driving team 'A.'

     

    And still, if you are that versatile, you might be doing programing for yet a third team's game under development. Team 'C's' game designer would be in the driver's seat.

     

    All team leaders will have to abide by:

    1) Manifesto guidelines,

    2) Volunteer work ethics and

    3) Production deadlines.

     

    Senior volunteers are not 'bosses' they are 'guides' who help new volunteers get into the swing of things.

     

    The only thing members have to adhere to is the manifesto guidelines, respectful work ethics towards other volunteers and deadlines. This is to ensure that our products stand out from the ordinary slop put forth by the 'big players', that we work in an atmosphere of creative brotherhood and that we have regular product output.

     

    We need to go over the manifesto guidelines and determine how much product output there will be per year.

     

    Any suggestions?

  6. Hi everyone.

     

    I was talking on the chat room yesterday when this idea hit me.

     

    What do you guys think of joining a volunteer game design group, where we pool our game ideas and rotate each one as a working project?

     

    This way everyone's dream is fulfilled and we sharpen our design skills at the same time. Plus we will have various products to be proud of promoting.

     

    There is no money guaranteed even though when the games sell, we'd all be beneficiaries of a percentage of revenue.

     

    Plus the benefit of being involved in a prolific project is something that neither a job at a game company nor a game design degree can guarantee. Some of you know what I'm talking about.

     

    Speaking of money, have you every heard of a money pool? Y'know where people get together and give a little money each week to an account. Then at the end of the quarter year that money is withdrawn and given to a member of the money pool group, the next quarter it goes to another member or whoever's name is drawn from a box?

     

    Well this is just like that only instead of money, its game ideas.

     

    We all have game ideas but we can't make them all by ourselves can we?

    We can however make them together!

     

    Here is how it could work:

     

    1. We use the 'Game Manifesto' article to list specific criteria that will make our games A.I (Above the average and Irresistible.)

     

    2. We get together once a week to submit and examine new game proposals and mould them to fit our pre-set criteria, before filing them into the 'game pot'.

     

    3. Once approved and ready for production each game is then put on a schedule and assigned a team of at least three people.

    a.) Game designer (ideas, scripts, strategy etc.)

    b.) Character and level designer (must be able to draw and model)

    c.) Programmer (fluent in C-Script or C++)

     

    We can work on the games at our leisure with a customised schedule, and rotate ourselves into different teams. Everything is optional as long as it does not interrupt production.

     

    Variety is the key here, as our learning skills are improved and brain cells are stimulated when working on more than one project.

     

    Each game will be created with A:M and 3DGameStudio software. There should be a 2D game board version and 3D action version of every game just to cover all market angles. :P

     

    The games will then be promoted online. The unique nature of our group will create a HUGE buzz. That kind of publicity cannot be bought. That's pure heart warming-renew-faith-in-humanity publicity stuff! :D

     

    So, what do you think? B)

     

    Any suggestions?

     

    ONE for ALL and ALL for ONE! ;)

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