+ Reply to Thread
Results 1 to 23 of 23

Thread: Business Management Help

  1. #1
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default Business Management Help

    Thanks to a few people here that helped me boost my morale, I've decided to go ahead and continue on with my game and also my dreams production.

    Now, I have a team of about 11 members including myself. Do you guys have any pointers or tips on a way I could keep things inline and also to ensure the production of my game?

  2. #2
    Senior Member
    Join Date
    Mar 2005
    Posts
    758

    Default

    Wow, 11 peoples?, with that kind of power maybe you should hire somebody else to do that job for you.

  3. #3
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default

    why do you say that??

  4. #4
    Senior Member
    Join Date
    Feb 2005
    Location
    Hampshire UK
    Posts
    903

    Arrow

    11 team members! that's more than some studio's have heh :)

    I'd get yourself a copy of MS Project and schedule there asses off before they walk all over you timewise - however, usally this only works if you pay people though else they will soon get bored and leave anyway :P
    Adrian Cummings
    Software Amusements

  5. #5
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default

    Well, I figured they would get payed as I get paid.

    (what is MS project?)

  6. #6
    Senior Member
    Join Date
    Feb 2005
    Location
    Hampshire UK
    Posts
    903

    Wink

    Well with 11 people you would need some sort of time management / schedule generation software to run the project, else I think you will run into problems once the initial good will and intention runs out within your team.

    That way at least everybody knows what they are doing or working on yes and how long they have - great for milestone based payments anyway.

    Just Google 'MS Project' which is a great for most project management and I'm sure there are many apps more like it, but rather more this is the one I've used in the past in team based project environments.

    You can't really expect to juggle 11 peoples workload without a project schedule of some description up front that is agreed by all parties involved.
    Adrian Cummings
    Software Amusements

  7. #7
    Senior Member
    Join Date
    Feb 2005
    Posts
    2,068

    Default

    Are all these people working in the same building, or dotted all over the planet?
    Dr Mal: Practice of Horror PC | Mac
    Crime Solitaire PC | Mac | iOS
    Magicville: Art of Magic PC | Mac
    Desktop Gaming Ltd | Facebook | YouTube | Twitter

  8. #8
    Senior Member
    Join Date
    Mar 2005
    Posts
    758

    Default

    Quote Originally Posted by fayte View Post
    why do you say that??
    Since there are people specialliced in doing that kind of job, and you seem to know not much about it, then why not?, you seem to have enough money to pay many people, why not pay a CEO?, or manager?, or whoever they are called.

  9. #9
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default

    Are all these people working in the same building, or dotted all over the planet?
    they are all of the world, I have to stay up till 5 am sometimes because one of my workers lives 12hours ahead of me, but as of right now everything is running smoothly, but i'll check out that ms and see what it's like.

  10. #10
    Senior Member
    Join Date
    Feb 2005
    Posts
    2,068

    Default

    Right, if they're all over the world then you can't possibly keep an eye on everybody. Adding lots of people to a project doesn't magically make it successful and I suggest you do a bit of weeding. I reckon that whatever your project is, you could do a better job if you lose at least 6-8 of them.
    Dr Mal: Practice of Horror PC | Mac
    Crime Solitaire PC | Mac | iOS
    Magicville: Art of Magic PC | Mac
    Desktop Gaming Ltd | Facebook | YouTube | Twitter

  11. #11
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default

    Well, see what I did was since I'm using RPG Maker XP, there are about 6 different fields that need to be worked on. So what I did was picked members that excelled in a certain field the most and made them Field Leader of that certain field. So now they each have a small group of about 1-2 members, and they are responsible for making sure that everything is running correctly in that certain field.

  12. #12
    Member
    Join Date
    Aug 2007
    Location
    Princeton, NJ
    Posts
    50

    Default

    Open Workbench is a free alternative to MS Project. I haven't used it extensively, but at the fist glance is provides the same functionality.

    The downside of using either program is that it can impose waterfall mentality on you. If you want to use an agile methodology, you might want to check what tools support your favorite. I lead a smaller team (6 people overall), and Excel about covers our needs.

    By the way, does anyone have any experience of using an agile methodology with a global team? We have just one programmer offshore, and that one is pretty close. I like it this way. :)

  13. #13
    Member
    Join Date
    Dec 2006
    Location
    Barrington/UK or Boulder/USA
    Posts
    67

    Default

    Keep your group focused on the project.
    Follow through every segment of the project including
    testing the project every segment.
    Ferion by far is the best strategy game since 1999. Checkout the forum too. www.ferion.com

  14. #14
    Senior Member
    Join Date
    Jun 2007
    Location
    Ontario, Canada
    Posts
    829

  15. #15
    Senior Member
    Join Date
    Aug 2004
    Posts
    947

    Default

    Quote Originally Posted by fayte View Post
    Well, see what I did was since I'm using RPG Maker XP, there are about 6 different fields that need to be worked on. So what I did was picked members that excelled in a certain field the most and made them Field Leader of that certain field. So now they each have a small group of about 1-2 members, and they are responsible for making sure that everything is running correctly in that certain field.
    Generally speaking, leaders should be people who are good at leading, not people who at good at graphics, programming, music, whatever you've picked as your disciplines.

    Beyond that, your team is far too big. The reality is that most of your team are going to leave, sooner or later. They'll get bored because there's no work for them to do yet, find someone else who's making a cooler game, get fed up with working hard and getting no money, argue with you over something, argue with each other over something. That's just the way it is with hastily cobbled together, long distance, larger than necessary teams where no one is getting paid.

    Far better to weed out the ones who aren't going to stick it out now, and have a team of three people who actually might hang around. That way you don't have a bunch of half-done work you have to throw away, reassign, reevaluate, etc every time one of your team members leave.

  16. #16
    Senior Member
    Join Date
    Aug 2004
    Posts
    283

    Default

    Quote Originally Posted by fayte View Post
    Thanks to a few people here that helped me boost my morale, I've decided to go ahead and continue on with my game and also my dreams production.

    Now, I have a team of about 11 members including myself. Do you guys have any pointers or tips on a way I could keep things inline and also to ensure the production of my game?
    A good, well written design document. The larger the team, the more people who can get off track or misunderstand something. So it's important to make sure your design document is clear and spells things out for everyone in order to keep your team on the same page.

    Beyond that, since it's your project, it's important for you to be the leader and to also be a force in the work. I've always felt that leadership wise, you can't just have the vision, you must also be the working force behind the project or you risk losing some respect from those doing the work.

    And compliments go a long way to keeping people happy. If you like someone's work, tell them! If you're excited, then let it be known, run off and show the rest of the team the neat work your artist is doing.

  17. #17
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default

    A good, well written design document. The larger the team, the more people who can get off track or misunderstand something. So it's important to make sure your design document is clear and spells things out for everyone in order to keep your team on the same page.
    That reminds me! How do I make a proper design document? I kind of just have a list of things that I want done, and I post them up in our personal team forum. But I've heard a lot about a design document, what exactly does it consist of?

  18. #18
    Senior Member
    Join Date
    Aug 2004
    Posts
    283

    Default

    Quote Originally Posted by fayte View Post
    That reminds me! How do I make a proper design document? I kind of just have a list of things that I want done, and I post them up in our personal team forum. But I've heard a lot about a design document, what exactly does it consist of?
    A design document is the blueprint of the project. It would include everything you intend to have in the game: how you intend to handle the controls, a list of the art the game needs, characters, story and on and on.

    These links do an excellent job of explaining it, so I'll let them do the work. :)

    The Anatomy of a Design Document
    Nine step recipe for good independent game design
    The Design Document for Doom
    Creating a Great Design Document

  19. #19
    Junior Member
    Join Date
    Apr 2008
    Posts
    20

    Default

    Oh jeez, I guess i rushed into it a bit fast =_=

    well anyways thanks for the referral Leon, I've started working on it.

    and thanks to everyone else for helping me as well. this site rocks ^_^

  20. #20
    Senior Member
    Join Date
    Nov 2006
    Location
    Friedrichshafen, Germany
    Posts
    427

    Default

    I don't want to sound like if I had lots of experience in this, but in my opinion, the best team size is the following: one expert person for every field, and maybe two for the most complex field.

    So, if I could choose a perfect team, I might take 1 graphics artist, 1 musician, 1 level designer, and maybe 2 programmers. And I might even get rid of the level designer, if someone else in the team (or everyone in the team) could do that job as well.
    And if I had 2 programmers, I would clearly split up their fields again. They may help each other out, of course, but they should have "their" expert field where they put in most of their work.

    Not sure if this is the very best approach, but I think it might be working out better than having 11 people who share their fields. Because if you have e.g. 3 gfx artists, they might not get along with each other or mix their styles. Though, if I would happen to have two of them, I might maybe also split their expert fields, like having one of them (the more creative one) to do the drafts with a pencil and a piece of paper, and having the other one (the more technical skilled) to only convert those drafts into the computer artwork. And if I had two musicians / sound guys, I also might say one of them should more concentrate on the music, and the other one should create the effects and atmosphere, etc.

  21. #21
    Banned
    Join Date
    Nov 2007
    Posts
    182

    Default

    With your scheduling don't forget, if the programmer says one week assume it's three. Predicting the time it takes to develop software is HARD.

    Especially when they're like me (very inexperienced) in which case they'll be doing all sorts of dumb things.

  22. #22
    Junior Member
    Join Date
    Dec 2007
    Posts
    12

    Default

    Can anybody here recommend any free alternatives to MS Project as a tool for Project Management?

    I currently have a very small team for my project, however, in the future a tool designed to help might be useful and I'd love to start checking them out ahead of time. I am familiar with MS Project and have a copy, I'm just not a big fan as it seems to impose more overhead than necessary (at least for my situation dealing with smaller projects via and agile approach).
    I'm currently developing my first multiplayer game. Please try it out and leave me some feedback. IT'S FREE! BattleCity Classic - Build, defend and attack cities in an endless quest for control and dominance!

  23. #23
    Member
    Join Date
    Aug 2007
    Location
    Princeton, NJ
    Posts
    50

    Default

    Try Open Workbench (http://www.openworkbench.org/)

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts