Forming a Team

Determine the Team's Composition

  1. Decide what work you want to do on the game
  2. Decide what work you want to delegate to others.

Types of Roles:

Designer

  • Creates the concepts and ideas for the game.
  • Lays them out at a high level in a Game Design Document.
  • Uses tools made by engineers to make the game, or works alongside engineers to script the game.
  • Works with engineers and artists to fine tune the game's mechanics and art direction.

Engineer

  • Implements the designers concepts and the artists assets. Build tools for artits and designers.
  • Sets up the means for continuous integration of code changes and the process for making builds of the game.
  • Documents the more technical aspects of the implementation of a game's design.

Artist

  • Creates the 2D or 3D art assets.
  • Concept, Environment, UI, Graphic, Pixel, Font, etc.

Composer and Musician

  • Creates the Music, Sound Effects, and Sound Design.

Writer

  • Writes the Narrative, Lore, Script, Dialogue, Plot, Descriptive Text, etc.

Producer

  • Creates a development schedule and a task backlog for the Designers, Engineers, Artists, and Writers.
  • Helps establish development processes and best practices.
  • Sets production deadlines and makes sure development stays within budget.

Tester

  • Playtests the game in order to find and report bugs and glitches.
  • Provides feedback and suggestions about the User Experience.

Localizer

  • Translates the text that will be used in the game into other languages.

Business Admin

  • Handles the business related aspects of running a games studio, such as human resources, finances, accounting, legal.
  • Evaluates business success based on reports from marketers and producers.

Marketer

  • Focuses on advertising the game to a potential audience and increasing the chances of a successful launch or crowdfunding campaign.
  • Gets people to purchase the game.

Community Manager

  • Engages with fans and community members of the game.
  • Moderates community discussion.
  • Relays community feedback and concerns to developers.
  • Works with marketers to encourage community engagement and growth.

Draft a Recruitment Post

Draft a recruitment post for your project and the open roles. The more details you provide, the more likely people will inquire and join your team.

Recruitment Post Template:

Project Name:
Project Genre:
Project Description:
My Role:
My Previous Projects: (If Applicable)
Team Size:
Role(s) Required:
Responsibilities of Role(s):
Required Experience for Role(s):
Project Length: (X Months, X Years)
Compensation: (Unpaid, Revenue-Share, Commission, Hourly, Salary)

Pros and Cons of Hiding Info Behind an Non-Disclosure Agreement (NDA)

  • NDA is a good way to keep your business and game idea a secret.
  • But, people may be less likely to contact you about your project.
  • The lack of information may reduce your ability to find the right individuals for your team.

Recruit Team Members

Publish Your Recruitment Post

  • Game development forums, subreddits, and discord servers.

Contact individuals Looking For Work

  • You can find "looking for a team" or "looking for work" posts in the same forums, subreddits, and discord servers where you published your recruitment post.
  • Individuals looking for a team include freelancers, hobbyists, or beginners.

Network with Local Game Dev Community

  • Attend local game dev meetups or events, and ask other attendees if they would be interested in joining your project.
  • Even if they don't join your team, they may be able to connect you with others who may be interested in joining.

Meetup Logo Eventbrite Logo

Interview and Evaluate Team Members

Team's Experience

Less Experienced Members

  • More likely to spend more time learning the necessary skills to make the game.
  • More likely to work for free or for revenue-share, they may have a hareder time implementating complex features.

Experienced Members

  • Have an easier time building the required systems and expanding upon them.
  • But, will expect compensation for their high skill labor, especially if your project requires a significant time commitment.

Team's Availability

Part-Time

  • Expect weekly or monthly progress.
  • Generally work during their limited free time.
  • Work hours may be inconsistent.

Full-Time

  • Expect daily and weekly progress.
  • Work hours tend to be consistent and predictable.

Team's Location

Local Members / Similar Time Zones

  • Working in-person makes it easier to motivate each other and keep each other accountable.
  • Working with people in the same time zone also makes it easier to synchronize the production schedule and ensure everyone is working around the same time.

Long Distance Members / Differing Time Zones

  • Allow team members to work on the project anytime and anywhere.
  • Access talent that normally isn't available in your local area.
  • Requires more effort to manage and make sure team members are working on tasks regularly.
  • Volunteer members are more likely to abandon the project.
  • Communication may be delayed, and trust may take longer to build up.

Team's Size

The team's size will determine how much work can be distributed and completed simultaneously.

Solo Dev

  • Production is entirely dependant on you.
  • While you have full creative control, every aspect of the game will require your attention.
  • Production times will drastically increase because tasks can only be performed sequentially.

Small Teams

  • Individuals can be divide up the task work in parallel.
  • Individuals specialize and mainly work in one discipline, or generalize and work in multiple disciplines.

Large Teams

  • Individuals are highly specialized.
  • Take ownership of specific areas of development within a discipline.

Resources

Full List of Game Development Communities

Full List of Job Boards