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View Full Version : Creating a game - Getting through the eye of the needle


waterblue
10-06-2003, 02:06 PM
A lot of people goes with the idea of creating a game, or just the concept - well, me too! But, not many slips through the eye of the needle.

I donīt know if itīs sad that it is so hard to get a food indoors in the game industry(well for me its is due to my countrys size, compared to the states), in the big game develeopment companies, as it is for much of the proposals they receive is far from worked through enough, to actualy considering using any effort in pursuing the material, or even wanīt to take it seriously(I read they receive about 20-30 sumissions, in a week).

With a buddy of mine, we are working on my game concept, and we are in the beginning of the creation of the game concept itself. We realy beleive we have a peice of solid game material here there will stand out, due to the internal responce we have received so far... I beleive in this so much, that I have taken off a year and are about to leave my graphical designer job, to work on and promote the game concept proposal throughout 2004.

What iīm I am very interrested in is, to hear from any game deleopers or people in the industry that could give any clarification to on how the submitted material gets treated, processed, and verifyfied at the developers offices. And if your material is good interresting, what happens from there on, if the company is willing to invest in your concept!??

Also, are there any people who have any experince and/or good solid advices on to realy get a developers attention, besides making a fancy presentation..??

therefore I am very interrested in hering from you, how you see and have possible experinced a likewise situation like mine.

Cheers

Nahaz
10-06-2003, 10:17 PM
What would help you, is creating something tangible, such as a proof of concept demo.

Ideas by themselves are hard to sell. Everyone in the industry has great ideas.

jacobt
10-07-2003, 07:55 AM
What else would help you is a graphic design position for a developer.

waterblue
10-07-2003, 09:25 AM
thanks for the reply,

Nahaz: That is my goal too, to create a concept thats goes as close to a complete design dokument. We are focuseing on delevering a complete manuscript, and regarding the visuals I am creating various ingame animations, there will be viewable as movies. Unfortunately I am not capable of creating playable demo, but will illustrate the game with various animations, concept art (character, inviroment, creature, and GUIīs). By all means, visualize as much and concrete as possible. But is this enough..?

As I recall, correct me if I am wrong, a playable demo is first to be developed, when the concept proposal is approved, and itīs time to convince the publisher to hand over the money!?

jacobt: hmm, yes, I considered to apply for a Graphic Designer job at IO Interactive here in Denmark, but what they are looking for (as for every other developer studio) is experinced people in this business. This game concept proposal is my ticket in - I donīt know how else to do it, as I canīt pay for any new education (no funding or alike is possible). I work for Egmont, and do have some good connection to the board, and hope to awake thier interrest with this...


I am also trying to figure out if it would be any good, if the game was presented through a website?? I have heard many say that this is not realy relevant, they just want the core facts and, what it is and why it is to blow your socketīs!...

cheers

feo
10-08-2003, 11:22 PM
One thing that may help you, and since you are a graphic designer it would be pretty easy for you to do, is to also do packaging mockups. Create the cd case, cd insert, cd label and box. As an alternative also do the dvd style case sleeve. Use a professional consistent image across all of the items. If they see as much as possible completed, they may see your project as an easy 'slam dunk' since you will be so far ahead.

waterblue
10-09-2003, 09:57 AM
year, you are right!! It would certainly give the empression of completeness..

A tech question: Would it possible be enough for the satisfaction of the developer, to only include animated scenes of the gameplay??
I would love too do playeble demos, but I find it more compelling to let the developers programmers do that, if it is a go the the demo stage..I mean, what it all comes down to, is the context - what do you have to offer, and how will it look and feel..!

Thanks, the replyīs are much appreciated!

atenyotkin
10-10-2003, 12:13 AM
For your sake, please don't show your design document to any developer. It will save you the time, and it will keep the concept yours.

The successful development houses like Valve or ID, don't want to see your designs... they have plenty ideas of their own. Plus it saves them many legal issues and time. Your best bet to get their attention is to either get a job with em, or make a MOD based on their new engine. In this case both Half Life 2 and Doom III will allow you to do that out of the box.

The smaller development houses work kind of the same way. Most of them were formed by a bunch of friends. So they would rather make games based on in-house ideas.

Now, if a developer does let you come in to see what you have, they will give you an NDL. A non-disclosure agreement may benefit non, both, or in most cases just the develoiper. You may even sign over the intellectual property, if you're not careful. If you don't undestand what a line or two in the agreement mean, get a lawyer.

One thing is for sure, none of them will every pay you for your concept, and it will most likely be changed plenty of times before they make a game. You probably won't even recognize your own concept.

So, that leaves you with nothing. They send you home saying that they're not interested, and they hopefully don't implement your concept into their latest game withour giving you credit. Or will they?

The best way to get the design playable, is to do it yourself. Either make a MOD like I mentioned earlier, or get a group going to make a publishable game.

If you do choose to make your own game, don't consider a publisher until you have a demo, or if you choose a complete game. Publishers will welcome a complete game, but I suggest you have a demo instead. It takes less time, so that you can at least get paid for the remainder of the project. It's more risky that way for both them to accept, and for you if they do accept. Because from that point on you have a dealine. The best demo would proabably be the first few levels/missions of your game. That way you don't have to waste time on a side project. If you have a demo all ready complete, however, that shows off your engine--that may work too.

You have to understand though that a publisher doesn't just evaluate the game/demo you present, but also you as well. They want to make sure you are dependable, and that all of the people in your group are more than capable of completing this game. You have to provide them with a very detailed outline of how you'll approach the developemt. This includes all of the deadlines, and the more accurate the better. If you listed everything day by day, it's way better than month by month outlines. If you have every worked on a MOD before, and it was a success, show them.

Also, be sure to read as many articles by, and interviews with developers. That way you'll get a better understanding of the game industry, and how it works. Gamastura.com is a pretty good start.

My suggestion to you is to think everything through, and don't rush into contracts. Start out small, with a MOD (Both HL2 Source and the Doom III engines are very powerful,) and then if it's successful you can move on to bigger and better things. Who knows, perhaps you'll even score a job with a respectable developer.

Later.

Matthewma
10-10-2003, 01:23 AM
I agree with pretty much everything being said here.

Atenyotkin makes the excellent point as ideas are a dime a dozen; they really are, it's making it tangible is the gold. Even then, you don't send something like that to a developer, most of them have statements on their site saying "we won't even open the envelope" in fear of getting sued later on.

The best luck one has is to send it to a developer and/or visit GDC to show it off. Advertise your proof of concept on the web, get people interested, get a following, then try to get a publisher.

Back in the day when Godgames was still around (why they hell they quite is beyond me, especially when they had 2 games within the top ten of the month they closed down) they had an awesome information page on what you have to do to submit stuff to them and how they supported more indepenant, start up companies.

Unfortunatly those days are dead and publishers are looking for sure things. The less money a publisher has to put into a project the more they like it. The less risk you are taking with your game (IE: proven gameplay seen in other games rather then something completly original) the more they are willing to look at it.

You really need to aproach it as a marketer, or a pimp. After you have something people can play around with you need to get it out there, trick it out all over the place and tweak based on your feedback.

Reason why I mention GDC, or even Garagegames.com's IDC(Independant developers conference) there you can show publishers and other developers your game and meet some great contacts.

waterblue
10-10-2003, 08:36 AM
Well, this is the reply I actualy just needed, as I have been a skeptic about sending/presenting material to developers/publishers from the start, it just seemed too easy - iīm not sad, that it works this way, as I understand the developers/publishers point of view on this subject..however, iīm not to give it all up cause of this..no sir!!!

atenyotkin: Iīm have been a big fan of Gamasutra for the last 2 years, itīs from there I got motivated to change career from the print business into the interactive entertainment business. That site have left me reading over many long nights :) Thanks for this reply, it clearified alot!!

One last question though, my main problem in the start is money, ( suprice ), however, would it be playing russian roulette if I launched the process of the game concept proposal on a website, similar to the Rustboy movie project..??

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