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Sargass2013-02-18 15:08:30
Game development
Sargass, 2013-02-18 15:08:30

Game development - from idea to publisher?

Good day.
I'm trying to find some article on Habré that clearly explains the process of creating an ordinary toy.
That is, the implementation of some idea into a finished project.
Is it really possible, having only one idea, albeit a well-presented one, with the opinion “THIS WILL BE A MAN'S BOMB”, to bring it to some level itself, without participating in kickstarters? How does this even happen?
What needs to be done for this, where to move, with whom to contact, whom to contact?
We are talking about an ordinary, computer game, on a fairly large scale, and not about the now fashionable mobile platforms.
I would be extremely grateful for any information on this subject.

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7 answer(s)
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IvanFF, 2013-02-18
@IvanFF

You want to start a business project. For a successful start, you need 3 things:
1. Idea
2. Professionals
3. Capital
You only have the first point, and in the absence of the 3rd, it is very doubtful. Due to the absence of the 3rd and the sad 1st, you will not receive the 2nd point. Therefore, the answer is simple to become a pro in this area or attract such from the outside, if you really have a “bomb” - this is real. Well, money is the easiest to find (if 1 and 3 are in your pocket)
Judging by the question, you only have item 1. Given the absence of item 2, your item 1 gets a dubious connotation. Well, with the dubious item 1 and the missing item 2 - no one will give you item 3.
So the answer is quite logical - become point 2 or attract such specialists (if point 1 is really a BOMB for you, this is real). In the presence of clauses 1 and 2, finding money is not a problem, it is important to understand whether they are needed from the outside. Because people from item 2 are able to earn or raise decent amounts on their own. Of course, I have no idea what level of game you want to make, but at least you need to release the beta yourself.
Good luck

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Vitaly Zheltyakov, 2013-02-18
@VitaZheltyakov

This article does not describe the process of creating a game from start to finish, but it makes you think about many important things.

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Dmitry Timofeev, 2013-02-19
@blackstrip

“We are talking about an ordinary, computer game, on a fairly large scale” - what game? If it's a MMORPG of "large enough scope" then that's one question. If this is a game with super fancy graphics and a 100 vs 100 ubernet mode for shooting each other, then this is another question. If this is just for one player sitting in a warm chair at home without an Internet, then this is the third question.
Today, most non-online games exist purely because of their ease of control, because of the endless process of "playing" and the uncertain results in each level (like Angry Birds, or that game where you ride a motorcycle, twisting in the air always to avoid falling head to the ground and not break the motorcycle). If you have any such idea with the prospect of capturing the minds of the masses around the world, then that's good. But even with such an idea, you will have to thoroughly invest in design, design, and ease of management. Otherwise, the first launch of the game, a look at the scary start screen, a look at the ugly elements in the game itself - and that's it, Alt + F4. You will also have to invest a lot in promotion, in advertising, because surely N people in the world have your idea and they are already doing similar projects. Therefore, you will need a sufficient number of programmers,
In addition, you will have to choose a platform - it may even be easier to promote the game on android tablets or social networks, because many users of tablets and social networks often want to play. But computer users - not everyone wants.
And if you want to do something online, then, for example, there was an article on the Internet how to make an MMORPG, which was written by the author of the game eternal-lands. Here it is on one of the sites, it describes all the difficulties of the process of creating even a scary-looking game: www.gamedev.ru/gamedesign/articles/Create_MMORPG
For any online MMORPG games, you will have to write two pieces: a client and a server. At the same time, the computer for the server will have to be placed somewhere so that it works around the clock, make it resistant to long-term operation (so that the game does not crash every hour), make it resistant to cheats, fix the darkness of various bugs, add new content, new territories, come up with a new plot , keep the game up to date constantly, every week, every day. Not just do it once and throw it away. And that's not even counting the aforementioned appearance, design and design, ease of management to compete with other similar projects and be an interesting game for users.
Therefore, the conclusion is this: an offline game - not everyone will play such games today, even if it is a super game in appearance and with exciting gameplay (although one still needs to manage to do this). An online game is everything with an offline game, plus it’s difficult to do the network part, you need to constantly support the server and the game itself, fix various bugs in the server and client, catch cheaters, patch holes, think about it every day.

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Sergey Lerg, 2013-02-19
@Lerg

If it's a relatively simple game, then find a young artist who is willing to work for free until the game comes out.
Then look for a programmer, you can go to odesk.com. As you find it, take a loan from a bank or from friends and pay the programmer a little bit until he completes the game to the state of a playable prototype.
When you finish it, go to all the investors in a row and ask for funding to complete the project.
If everyone refuses, quit.
If the game is hard enough, drop it.
You have to start small.

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Ivan, 2013-02-19
@Praeses

In my opinion, this definitely needs a team, and not just cool progers, but also a designer, PR manager, etc.
An idea costs 10 bucks, but implementation is a powerful task. You can come up with a cool idea and make feces, or you can come up with a game with one button and the same gameplay, but work out the details and make candy.

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Antares19, 2013-02-21
@Antares19

Try to write a design document as if you have performers and you are writing a detailed terms of reference for them. A lot of details will become clear along the way.
Then make concept art (order the artist).
And then you can already start thinking where to look for people / capital.

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Alexander, 2013-02-25
@infeneon

It seems to me that the author is asking about one thing, yet they are talking about another.
The author, you specifically write what interests you so that people do not guess. In general, you can answer simply:
idea - search for money - programmers - sale / publication - taking money,
and the first points can be rearranged. there are also programmers who can do something, but there is no idea and / or dough, except that having money is usually easier with the rest. you can buy the author and programmers,
but you quite clearly and correctly describe the problems that need to be solved and you need to think about them in advance, what could it be?
1. return on investment game model, if online and free, then it should be donat and such that it seems like it’s not donat but it brings loot, if it’s paid, then again you need to figure out how to involve people there when there are a lot of conditionally free games around
2. advertising and marketing issues, this is also better think to convince investors that you are able to attract players = loot in the game
3. tech. questions, what will the game work on, what is needed to realize your idea, the correct example of minecraft is the same
4. and a million more points, but these three are the most important, well, except for the most important thing, your participation, who do you see yourself as? the author of the idea who in the end will get nothing. will the investor be the owner? or you agree and can pull the org. questions and thus enter the shares of ownership of the future game, etc.
/// if this is a dream, then look for like-minded people, the same programmers, for example, to rivet at least some kind of sketch, maybe they will immediately point you to some jambs, etc. after you can assemble something real (a detailed concept, rendering some kind of pictures if graphics are important, a business plan after all) then you can look for a sponsor, I think there will be no problems with this if you have a documented idea in which all the details will be described from those. to fin. + business plan with a small budget

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