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Artist, coder and musician required

06-03-2010, 05:56 AM
#1
Joined: Mar 2010
Posts: 578
Artist, coder and musician required

Hey everyone, me and my fellow TA member, LostLegend, are looking for people to help us with a project we are working on, we have been coming up with all the gameplay mechanics, features and story for the game, we just require a coder, an artist and a musician to help make it for us

We require the artist to be able to produce 2D and 3D work,

We would give anyone who is involved a good percentage of the profits.

To inquire for more info simply PM Aussie2 or LostLegend

We will give anyone who helps a small up front payment IF we aquire investment, so stay tuned for that!

I don't see the point in signatures..... So here's a gun to keep you entertained *""

Last edited by Aussie2; 06-03-2010 at 02:27 PM.
06-03-2010, 07:33 AM
#2
Joined: Jul 2009
Location: Norway
Posts: 162
"I was the one contacting apalon and they
said that it would take 10,000 man hours"

Maybe you should try to make an simpler app first?

06-03-2010, 08:22 AM
#3
Joined: Mar 2010
Posts: 578
That is what apalon said but that is a truly ridiculous estimation, especially considering that we Didnt release much info about the game, to fully decide that they would have needed to know - Number of missions, estimated length of game, content. Things like that, we did not release too much info to them about this so they were probably just throwing a random guess out there. 10,000 man hours would be years! So I woudnt listen to apalon's prediction

I don't see the point in signatures..... So here's a gun to keep you entertained *""
06-03-2010, 11:32 AM
#4
417 days is 10,000 hours
833 working days is 10,000 man hours.

So no, the game isn't going to be THAT large.
06-03-2010, 11:41 AM
#5
Joined: Mar 2010
Posts: 578
Exactly, if the game was that big, you would have to work on it 24/7 just to get it finished in decent time. The game is defintely not that big, maybe if it was a console game but that's still ridiculous even for a console. COD takes 2 years to make each one and nothing about this game will be as big as cod. So apalon were talking total crap.

We promise the game will not take anywhere near 10,000 hours to make

I don't see the point in signatures..... So here's a gun to keep you entertained *""
06-03-2010, 11:46 AM
#6
I would also advise you from attempting to pay a team purely in royalties. If you want to make a great game, come up with a little bit of initial funding, and sign contracts with the people you hire. That way, you can hold them accountable if something goes wrong -- say, if your artist turns in someone else's intellectual property, or if your coder quits halfway through the project and hasn't produced great documentation for his code.

Both making and funding a game, even a relatively simple one, is hours upon hours of hard work. The chances of a team of like-minded, honest, hard-working volunteers falling into your lap is very, very slim.
06-03-2010, 01:47 PM
#7
Joined: Nov 2008
Location: Munich, Germany
Posts: 754
Send a message via Skype™ to mobile1up
Quote:
Originally Posted by LostLegend View Post
417 days is 10,000 hours
833 working days is 10,000 man hours.
So no, the game isn't going to be THAT large.
a working day is 8 hours right?

10000/8 = 1250 days, at 5 days a week = 250 weeks for one person. if 5 people working on it, thats 50 weeks, which is around 1 year. nice to see such high numbers from these guys, especially with very little requirements specified.

// Aaron Ardiri
Mobile 1UP is a proud indie developer - support us!
developer of Caveman / Caveman HD and GW Series
06-04-2010, 06:28 PM
#8
So I'm a codemonkey. A good friend is a musician (signed) and I'm dating a gfx artist who worked at Massive Entertainment. We've worked together on a few games. While we won't touch royalty gigs from no-names I'm still interested here.

But I can't help but wonder, what are the two of You bringing to the table here?
06-04-2010, 06:36 PM
#9
Joined: Mar 2010
Posts: 578
Quote:
Originally Posted by Sramota View Post
So I'm a codemonkey. A good friend is a musician (signed) and I'm dating a gfx artist who worked at Massive Entertainment. We've worked together on a few games. While we won't touch royalty gigs from no-names I'm still interested here.

But I can't help but wonder, what are the two of You bringing to the table here?
Hey, thanks for the interest, it's good that you all know each other, basically me and LostLegend have come up with and developed the idea, the gameplay mechanics, we have started on the story as well amongst other things and we are basically trying to bring everyone together to make the app. We would also try our best to Promote it. Even if no-names like us aren't very good at it

If you would like a small amount of info on the game just pm me

I don't see the point in signatures..... So here's a gun to keep you entertained *""

Last edited by Aussie2; 06-04-2010 at 06:47 PM.
06-05-2010, 07:33 AM
#10
Quote:
Originally Posted by Aussie2 View Post
Hey, thanks for the interest, it's good that you all know each other, basically me and LostLegend have come up with and developed the idea, the gameplay mechanics, we have started on the story as well amongst other things and we are basically trying to bring everyone together to make the app. We would also try our best to Promote it. Even if no-names like us aren't very good at it

If you would like a small amount of info on the game just pm me
Let's break a few statements down here; We're talking about an iPhone game, are we not?
When you say 'come up with', I ask, what do you define as the 'idea'?

To be honest, what I see here is that the pair of you can at most have a concept and a setting.

As the 20/80 rule applies as always, I'll give you some advice;
as you're currently not going to get anything done.
First of all - Objective-C and in particular with Cocos2D is a Really easy language to learn. If you're not employing a codemonkey on an hourly salary of rather insane amounts, you're best off doing it on your own.
Artists and musicians are commonly willing to work by a per-item payment model as the abstractions of the arts create a lower need for time limits.

Coders on the other hand have more invested. It'll be their code, their work and their brain that will sell your product.
Royalties? Count on +75% if you're going to pay for the entire code.
Personally I wouldn't even go with that, I'd either ask for a contract in the company or just buy the IP off you if the product is good enough.

Given that you haven't been hired as designers by any company yet, I can only assume that your gameplay mechanics aren't exactly going to cause a revolution. Nor is the concept unique, innovative and mindblowing. Those kind of people get hired and are very well paid before they get to the point of trying to make it on their own.

So with all that said, I can only wish you the best of luck with this and advice you to start learning Objective-C. You're best off that way.