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Other Payment Options at the Start(Motivation)

 
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nothinglikeit

posts: 130

Feb 23, 2007 7:34 PM ET    Quote  Report Abuse
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Hi,

I`m starting a game development business straight from school. The only drawback of being a college student is the lack of funds at the start. I have the luxury of having  classmates that are excited to work with me despite me not being able to pay them. They are aware that working with me could lead to things like royalties from future sales of the game, equity in the business and a guaranteed job offer once the business is on its feet and profitable. There are two small issues though, although they are hungry (they really want to make games) many are at the point where they are about to graduate (i myself am out due to financial reasons) and have little time to help. Some are looking for or have actual jobs but still want to contribute to my start up. Some talk passionately but in practice don`t do much.

My question is: How do i motivate this ready and willing group when there`s no money yet? What other methods have you all used at start up.


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Follow the journey of Marvin Hawkins Visual Concepts and Nothing Like It Games at http://gamerdeveloper.blogspot.com/
CampSteve

posts: 1216

Feb 23, 2007 9:28 PM ET    Quote  Report Abuse
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Put together a regularly scheduled meeting at least once a week, maybe
twice, whatever works well. This will keep the momentum going,
espcially since many of you are going different ways as happens after
graduation. If the momentum dies, so will the motivation. Also, progress
keeps motivation. Make sure something actually gets done other than
just talking about the new venture.
CSPURGEON

posts: 76

Feb 23, 2007 10:36 PM ET    Quote  Report Abuse
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Great idea about the meetings! But one concern that I would have is to have an agenda. If there isnt an agenda or a time line, you might run into it being a beer drinking and talking session rather than a productive one. But either way its a great way to tap such a lucrative FREE environment,
nothinglikeit

posts: 130

Feb 23, 2007 11:45 PM ET    Quote  Report Abuse
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Good points guys. I was pretty much spot on with the meetings and keeping team members informed. The interest was definitely there. My main problem was what you pointed to which was productivity. I had a design document and a  production schedule, but I was not able to manipulate the technology of the game engine to the needs of my game. As the leader of the team it was my fault. I ramped up a team way to soon and there simply was nothing for them to do. Most of my original team members were passionate enough to show up to all of my scheduled meetings though.  

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Follow the journey of Marvin Hawkins Visual Concepts and Nothing Like It Games at http://gamerdeveloper.blogspot.com/
CraigL

posts: 9051

Feb 24, 2007 3:47 AM ET    Quote  Report Abuse
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I had the same problem when I started in the music business. There we were, coming out of high school, wanting to be rock stars, totally excited. Our parents were paying the rent, food, clothing, and transportation costs, but boy were we sure excited about putting together a band. :-)

Then we left high school. Some went to college, others needed an apartment. Some stayed home, living with the folks.

What it came down to, and I believe it holds true for anything related to this question, was we had to *prove* that our efforts would pay off in the end.

Some of us played part time, working a day job. Others went full-time into music, and tried to keep a roof over our heads.

Over the years I found that to build a band (business) on pure idealism, passion, and vision, I could count on one person---myself. Regardless of the friendships, similar passions, and equal excitement, everyone eventually has to choose between that idealism and a paycheck.

Is there ANY way you can put together a finished game, even if it isn`t at all as complex as what you`d eventually produce, and sell it? I think if you could get $1 each per week, it would be something real to hang onto. In the bands, even if we only worked for $50 and played someone`s sister`s friend`s pool party, it demonstrated we were on the right track....as far as we thought at the time.

But it kept the band together.

Can you develop something other than a game, but that`s a "company product," made by all your partners? Then sell that. The object is to show that not only do you have a group mind, you also can function and produce a real "thing" from that group.

Nothing holds a group together like real action with real results. Meetings are great to keep the energy and initiative going, but somewhere along the line you`re going to have to have results. ANY results! Y`know?
CraigL2007-2-24 3:50:42
nothinglikeit

posts: 130

Feb 24, 2007 6:23 PM ET    Quote  Report Abuse
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Very true craig. I think that the biggest part of my issue was that I got a team together to do basically nothing, because I did not need them yet. When I tell any college aged person that I`m creating games, they`re usually really eager to help. But when there`s nothing for them to do, it`s really easy for them and myself to fall to the wayside and get off topic.

I do like your idea craig. 1 dollar may not be enough but if it`s something it will help me and the rest of my team feel motivated to finish. I`m just now getting to the point where I feel that I can lead people again. My last 2 projects flopped and i felt like it was my fault. I`ve taken the better part of a year to create a game myself. It helped me realize what I can do, and more importantly what I`ll need to get help with.

To answer the question yes: I can make something small which would have a small turnaround time. Basically it would give my team and I confidence that we can create, market and sell finished products. Luckily this plays right into my concept for short form games. The product requires less time to play for the consumer and less time for my team and I to make.


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Follow the journey of Marvin Hawkins Visual Concepts and Nothing Like It Games at http://gamerdeveloper.blogspot.com/
CraigL

posts: 9051

Feb 24, 2007 7:48 PM ET    Quote  Report Abuse
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:-) Excellent! When we started selling on eBay, we found that if we sold something for $5, it was far more exciting than not selling something for $20.

Fishing is the same. If we don`t catch any bass in four hours, it`s hard to stay enthused. But if we catch 10 sunnies or bluegills, at least we know there ARE fish in the water! So we end up more patient about waiting for that bass.
Soldu2

posts: 33

Feb 27, 2007 2:39 AM ET    Quote  Report Abuse
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Beer, pizza and poker after working! hehehe... Make it FUN FUN FUN!

Small slightly contengent reinforcemant.

Soldu22007-2-27 2:42:44
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