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How does one get a game produced?

 
 
at the scarwash
15:17 / 06.07.05
so, I had a great idea for a video game (videogame?), and although I'm certain I can learn a programming language or two if I apply myself, I don't think that's quite the extent of getting an action software title put together. How does one actually go about pitching a game to a company? Is this something that one can do? Or is game development something that only happens within a company? I guess what I'm asking is for someone to tell me about the basic process of video game development.
 
 
rising and revolving
16:34 / 06.07.05
Simple answer? You don't.

There is, in the history of videogames, exactly zero incidence of someone developing an externally pitched game. Even if you work at a company, the odds of your getting developed unless you're at the Creative Director level or higher approximate zero.

This should give you a little more insight into the inside of the process.
 
 
at the scarwash
18:10 / 06.07.05
I didn't really think that's how it worked. Drat. My dreams of playing Silent Hill 3 crossed with Lemmings and Warcraft are dashed upon the rocks.

Don't tell me it's not genius.
 
 
All Acting Regiment
20:22 / 06.07.05
There's no reason why you couldn't get some people together and make a freeware game, though. It'll be incredibly hard work, but no reason not to try.
 
 
rising and revolving
21:36 / 06.07.05
Legbas dead right - indy game development happens all over the place. I was merely responding to the "Can I pitch to an established company," part of the question.

I've got a bunch of links to indy game dev blogs on my other machine. Places like Grand Text Auto are a good place to start - they've just released their mammoth experiment in AI, so you can get an idea from there.

But yes. Hard work, and lots of it - to generate a game that matches current commercial expectations (which may not be your goal, but I bet it is) will take 30 people two years, minimum. And that's full time. Modern development teams for console games get as large as 300+, so you might want to scale back your concept first, if you were aiming for that sort of game at the end.
 
 
Spatula Clarke
00:00 / 07.07.05
You could always try having a look around the mod community, too, if it's something that could be done using the bones of an existing game. Just bear in mind that you'll never have any real control over what happens to it and also that somebody else might run off with your idea. But at least it might get it out there, in one form or another.
 
 
rakehell
01:13 / 21.07.05
I went to a conference about game design last weekend and talked about this a lot. Basically: you're screwed.

You could make it a flash game like Alien Homnid - which is now a PS2 title - but that's a one-in-a-million shot.

A PS2 developers kit is about AUD75,000 as far as I know, so developing it yourself is almost impossible.

PC is easier to develop for because the coding can be done on a PC and distribution over the internet.

Your best bet would be to have a killer idea, make friends with animators and programmers etc, who will work for no money after their day jobs and then you release a level as shareware/freeware on the net, build a buzz and get enough money to develop the game.

Games are unique as a medium for a lot of reasons, one of them being that there is no 'art' section to the output. Kids in garages can make music or films or comics, but it's very hard to make a game by yourself, and distribution is so tightly locked up by the companies that it makes it almost impossible to get a game out there. You might be able to get your self-published comic into your local comic shop, or your CD at the music shop, but try asking EB to put your game on the shelf.
 
 
rising and revolving
12:53 / 21.07.05
Games are unique as a medium for a lot of reasons, one of them being that there is no 'art' section to the output. Kids in garages can make music or films or comics, but it's very hard to make a game by yourself, and distribution is so tightly locked up by the companies that it makes it almost impossible to get a game out there. You might be able to get your self-published comic into your local comic shop, or your CD at the music shop, but try asking EB to put your game on the shelf.

All due respect, but most of that isn't true.

You *can* make a game by yourself, and if it's even slightly interesting you'll likely get it to more people than an indy CD or comic. The 'net makes distribution very, very, easy.

I'm not sure what you mean by "no 'art' section to the output" but I think you mean no arthouse movement, yeah? Which is, again, not the case. What doesn't exist, at least not much, is a commerical arthouse movement. While there are exceptions to this (I'd be tempted to argue that Ico, Katamari Damacy, and others are 'studio arthouse') for the most part the independant movement is flourishing in online communities.

Getting a game out there (if, as I said, it's at all interesting) is dead easy. Making money of it, well, that's an entirely new kettle of fish.

And comparing small independant comic/music shops w/ EB is silly. HMV won't carry your zine either, but that doesn't mean the distribution channel is locked up. In fact, there's nothing stopping you from getting your game into comic shops and music stores, either - in fact, that's the ideal if that's your sort of thing.

Making a game by yourself IS hard. But so is making a comic or music, so I don't buy the "kids in garages aren't doing this" - making movies is harder, but people make indy films all the time.
 
 
Feverfew
18:10 / 10.04.07
I'd like to resurrect this thread temporarily, as I have a question not answered by the current posts.

I'm considering drawing up a design document for presentation to a Games-Producing company, but it's not something I've done before. Is there anyone on Barbelith with experience who can provide a few hints and tips?

I have a few ideas that may make it stand out, but I'm more after bare-bones stuff - I'm going to go research this, but I'd appreciate any advice.
 
 
garyancheta
20:45 / 12.04.07
Try using Gamasutra first. Gamasutra has very specific ideas on how to create a design document. There are also plenty of materials at your local Barnes and Nobles about setting up a design document for a video game.

- G
 
 
e-n
15:37 / 29.04.07
Feverfew, you might want to have a look at the Design Doc David Jaffe put up on his blog for his latest project Calling All Cars.
Its a short ten page doc that seems quite good to me.
I work as a Project Manager for a software company (unfortunately not making games) and while its not the type of scope/requirements doc that we use its not a hundred miles away from it either, plus it has the added advantage of actually getting made.
the again this was the guy who designed (produced?) God of War, so that may have lent him some leeway on his next project.

I too have been thinking of trying out some games development for quite some time, but my current job sucks a tad too much time to get into it much and leaves me preferring to tear my toenails out with a pliers rather than spend more time staring at screens of code.

That said I have started looking at Microsoft’s XNA framework for developing games for the PC/Xbox and have (again for an embarrassing amount of time) been meaning to have a poke around in the Quake 3 source code that was made available for download some time ago to try and get my head around creating 3d games, so they might be some help.
 
  
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