In replying to yet another 'join my awesome team' thread, giving them the same response I've given countless others I'd figure I'd create a thread with some helpful instructions for people coming here for the first time posting up their recruitment thread.
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First and Foremost: If this is your first Foray into game development it is highly recommended that you spend a couple days(as in 10-15 hours) googling around what actually goes into making a game. There's a reason why a lot of these indie projects take 5-8 years to make from the start of the concepting phase to actually releasing. There's also a good reason by 98% of them will never release. I know you think you're the exception but honestly go through and learn exactly what goes into making a game, you should be able to outline all of the 'foreseeable' work involved before anyone starts doing anything.
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Now, if you've actually done that, and I honestly applaud you if you have, and are ready to post your recruitment thread, please read the following and make sure your thread touches on all of the points below:
First off, have you read this: http://forums.epicgames.com/threads/...rum-Guidelines ? I'd say than 50% of you don't so why don't you break from the norm and give it a quick read. In particular the first two points:
- Please be clear whether are looking for someone to join your team or you are looking for a team to join.
- If you are looking for recruits, please explain your game in detail and post concept art if available. Be very clear whether you are looking for an employee (for pay) or for a hobbyist. Use the thread prefixes when posting. You will see a dropdown next to the thread title.
But the one thing that is missing from that post and something that is equally as importing as describing 'What' you are making is 'Who' the heck are you and why should anyone give their incredibly precious time to your project? The 3rd point in that list above should be:
3. Please provide a small but detailed bio of yourself and what makes you fit to lead a project. What relative experience do you have that qualifies you to lead this project that you are proposing?
Hundreds if not thousands of artists, modelers, programmers, audio engineers and writers spend enormous amounts of life every year working on projects that go no where because they were started by folks who had no business starting a team in the first place. Do the world a favor and don't be one of those people, don't waste the precious time of others before you really know what goes into one of these projects in the first place. To compliment point #3 it would also be hugely re-assuring to potential team members if you could also detail how prepared you are and what kind of infrastructure you have in place to manage your team. Being up front and answering the following questions in your post goes a long way to showing that you are ready to start and lead this project
- Do you have a GDD completed? Or at the very least a comprehensive Concept Document?
- Do you have a style guide/Art Bible completed
- Do you have a Business plan completed?
Let me take a moment here to re-iterate some good points made by others about the above mentioned documents. The documents in themselves aren't of the utmost importance here, although they certainly do have their value and they aren't meant to be bibles that need to be 100% fleshed out before you begin prototyping. At the end of the day if someone were to hand you a completed GDD it wouldn't be worth the paper it was printed on. The reason you create these documents is not to have a GDD in itself, it's to go through the vast amount of Q&A, research and deep contemplation required to complete a GDD. To put it philisophically it's about the journey, not about the destination. It's so that you can deepen your understanding of your product to the point that you can foresee upcoming challenges in production in relation to the big picture, that you can properly plan and pace out the gameplay without having to spend months going one direction just to do an about face, and in the context of this thread it tells potential recruits that you are damn serious about what you are doing. That you have and are prepared to put in serious time, energy and thought into yuor product which at the end of the day ensures a much greater chance that you're project will be successful and that their time will not be wasted. Because a good GDD, a good BP is a LOT of work, hundreds and hundreds of hours of on going work but even then it's just the tip of the iceberg for what it takes to make an actual game, and if you're not prepared to sit down for that then the picture your painting for your recruits is that you're probably not going to be able to stomach the 1000's of hours that will be required of you to get the game to launch.
- Do you have NDA's and Royalty Share agreements in place(if applicable)? Have they been approved by a lawyer?
- How are you managing your team? Forums, CMS, PMS, etc ?
- How often and through what means do you conduct team meetings?
- How many members do you currently have and what do they do?
- How large of a team are you aiming for?
- How long of a development cycle are you predicting?
- How much work has been done so far? How far along are you?
You have to consider your recruitment thread as an interview of sorts, of yourself and so you should treat it as such. You need to show the community and potential recruits why, out of all of the amazing projects that they should contribute their valuable spare time to yours and just as importantly to you.
This post isn't just meant to save the rest of us the time of asking all of these questions in the future it's also to help you make the most out of this forum and your post here. You will notice gigantic improvements in how many responses you get from you thread if you at least make an effort with some of what I've mentioned here. That being said this surely isn't a complete list and I'd love to hear from the rest of the community as to what else is missing from most of these new recruitment threads these days.
In the end I hope this helps and i honestly hope your project defies the odds and becomes a run away hit.. The better you do as an indie game dev the better we all do so go out, kick some ass and draw more attention to this amazing community and the amazing tech that Epic has given us to play with. This truly is the greatest time to be doing what we do!
**ATTN ALL MMORPG/MMOFPS/MMORTS Developers**
If you have come here wanting to make the next greatest mmofpsrtsrpg sandbox game that is better than anything the world has seen yet and makes SW:TOR look like crap read, this thread: http://forums.epicgames.com/threads/...lding-a-Studio as it best sums up the best course of action for you




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Ha! j/k , it just means that this hypothetical person has a new item at the top of their priority list. In all fairness there will always be a point in any project when a GDD won't exist, unfortunately they don't pop into existence alongside every great conjured game idea, so they have to start somewhere. Even if it's 1/2 way through a project and you dont' have one yet then now's the time because it's going to save you a massive amount of rework down the road. 



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