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What do you do when you have ideas, but can't make games?

04-06-2013, 03:01 AM
Joined: Apr 2013
Posts: 895
What do you do when you have ideas, but can't make games?

04-06-2013, 03:44 AM
Joined: Apr 2009
Posts: 1,235
I would say buy Geovertex game creating app for 69p then go wild.

04-06-2013, 04:30 AM
Joined: Nov 2009
Location: Ho Chi Minh City, Vietnam
Posts: 2,062
Originally Posted by TheEvilRobot View Post
Find an artist and an programmer who like your idea and start something awesome!

Ell Tee
(aka. Antony)
04-06-2013, 04:46 AM
Joined: Dec 2010
Posts: 240
And Pay them...
04-06-2013, 05:39 AM
Be prepared to actually tell some people these great ideas - that's the only way a developer can commit to them. Post some designs here or on a website asking for help making them into a reality.

If they're good you won't have an issue finding people to work on them with you. If they're great you might even have people fighting over them.

If you're worried about the ideas getting stolen (so don't want to give anything away publically) then it will be much trickier to get anybody on board - in which case it will probably be quicker to just learn how to use Unity or something like that yourself (which is what I recommend you actually do - it's brilliant!)

Apps: Lead Wars (TA Thread) | Super Grav (TA Thread) | 3D Spinner (TA Thread)
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04-06-2013, 08:27 AM
Joined: Dec 2011
Location: Philadelphia, Pa
Posts: 124
1. Write down all your ideas. This can be a short paragraph or one sentence.

2. Take the best one and wire frame the main menu screens and the flowchart through menus. This should include all the game modes, options, rules, tutorials, in-apps, etc.

3. Next, sketch out the User interface. When playing what is the player seeing and where on the screen are the things they need to see or touch OUTSIDE the game itself. Assume the game is just Pong or a pixel sitting there. What you want to do is sketch out the frame.

4. Now sketch out Game play area. Depending on the complexity of the game, this could be a few sketches or 100's. You need enough to get across the game elements and concept to developers and artists who think entirely different ways and have entirely different requirements as to what they need to do their job. So if Mario is to run along a horizontally scrolling path, and each time he runs over a Mushroom, he gets 50 points which are shown as a starburst with the point amount in it, you need to get all those points across. Simply writing you get points for running over a mushroom is not enough for either an artist or a developer to make anything but fairly boring crap. You dont need to be Rembrandt or Hemingway with your sketches or descriptions, but be thorough even if its just stick figures and text.

5. This is probably the most important piece of advice I can give you. When you design the game, put everything you can possibly think of in it from the start. Something that may seem impossible or a mountain of work to do can sometimes be easy when explained properly. Whatever bells, whistles, modes, and crazy stuff you want in, put it in this first document. Why? Because it is far easier to take stuff out of a game or off a list, than it is to put even a small thing into a game once development starts. Whatever the cost or time was to put that new something in the game from the beginning is now doubled or tripled because you asked after the development started. So go crazy, dream big, and put everything in right from the start.

A great tool for this is Balsamiq. It allows you to sketch on mobile screen templates as a series of slides and share them with others who can edit them as well. I believe the basic version is free to try for a month or something. However you can do this with excel and word docs for many games if that's all you have.

If you follow this process, you can easily approach freelance developers and artists or dev studios with your idea and get realistic feedback as to time and cost to produce it. As for protecting your idea, its fairly pointless. You can protect the rules and art of a game but not the idea. So if you want to make Super Dario 3, just make him an italian carpenter and have him run over cucumbers on levels you made and there really isnt too much Nintendo could do. You still need to make a good game & market it, so just copying an idea isnt the key to riches.

I hope this helps you on you road to being a game designer. Game design is just as important as the art or coding, so if you feel that is your calling, focus on that and leave the coding and art to others who excel at it. Thinking up new, original, great games is enough of a job for one person.

Best of luck. I look forward to playing them in the near future.

Last edited by Black Ops; 04-06-2013 at 09:06 AM.
04-07-2013, 09:47 PM
I'll say the obvious: Learn how to make games.

Hiring a team is expensive, and without experience you will most likely fail. Learning a marketable skill ("I have good ideas" isn't a marketable skill, programming, art and game design are) will turn your idea into a reality.

Developer @ Double Stallion Games
04-08-2013, 02:27 AM
Joined: Nov 2009
Location: Wellington
Posts: 938
04-08-2013, 04:38 AM
Joined: Mar 2011
Location: Adelaide, Australia
Posts: 85
What's stopping you? It's just a learning process like anything else in life.

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