87

Because voice acting is more expensive than just the payment for the actors. It's not just the voice actors you need to hire. First, you need to find voice actors which are suitable for your roles. That means you will have to do a casting with many actors, which takes you a lot of time. Then when you have picked the actors and made contracts with them, you ...


86

It's not unusual for workers to be less than 100% engaged in task work for the entire duration of the work day. Humans have a hard time focusing on one task for longer than 20 minutes without some form of interruption. Research suggests that, out of an 8-hour day, on average, workers are productive for less than half. In fact, reducing the total hours ...


69

Most software development teams (not just in game development) solve this issue using version control software. Examples are Subversion Git Mercurial Microsoft Team Foundation Server Perforce All these tools have some differences, but the basic workflow is usually like this: There is one central repository for the project with the complete codebase. When a ...


45

Your first test should be to pitch individual ideas to a few random people from your offline or online social circle or to a few interested online communities. See how they react to it. This can provide a first sanity check which doesn't cost you a lot of time and effort. However, it is difficult to really judge how a game feels just from a description of ...


43

The first step is to create a minimum viable product. A MVP is the absolute minimum which can be considered a playable game. It doesn't need any graphics yet except for some placeholders. It should just accept basic input and implement the most core game mechanics. Then iterate from there. The reason is that you need a test-bed for testing out if your ...


28

Everyone is different so take this advice with a grain of salt. If you care about each of the projects equally, I would recommend going with whichever project has the smallest scope. That way, you'll have a greater chance of completing the project and you'll minimize the amount of time thinking about the other projects you want to do instead. You can start ...


20

Good grief, reading this question stressed me out. You don't think your employees should be allowed to send personal messages and attend to their life during work hours? The top answer says it better than I will, but that's completely unrealistic. If you expect your employees to be focusing on their tasks 100% of the time, you're going to lose them. Most ...


18

I think that strict working hours is generally not a good idea. For example I belong to these 20% of people who are much more productive at late hours. I worked in startups and big companies as well. I always had that talk with my managers about the late hours. After all I always told them, yes I can come to the office at 8am and be completely shut down ...


16

I think you pretty much answered your own question there yeah. Depending on how important the story is to the game and especially the gameplay, you write the entire thing first, then cut out the things that are least relevant until you have something you CAN do. Or if you know what you're doing, you drop stuff before you even write it. If you're making a ...


16

I think apart from the above mentioned views, I guess one has to take the region/country where the company is located. The culture has a major impact on these kind of stuffs too. For example. I have worked in India, US and Currently in Germany. In India, People tend to come late everyday, I observed them to be less productive on first few hours after ...


14

One element the other answers have not touched on is size. Sound files are substantially larger than text files. Every single spoken line is that much more data that must be downloaded to the player's system, written to their HDD, or usually both. In turn, spoken dialogue takes up more memory when the game is executed. Memory that could be used for ...


12

If you were to compare a list of all the systems that could be affected by the addition of multiplayer with a list of all the systems that need to be in the game, the lists are likely to be the same. For example, adding multiplayer to a single player game can/will affect: Enemy AI (now the enemies have multiple enemies!) Rendering/animation (if you had a ...


11

This is one of those "it depends" questions. Does your game have a lot of physics objects that would be hard to replicate? How much would high latency bother your game? What kind of libraries are you using? And on top of that, does the design of your game allow for multiplayer? Shoving co-op into a single player corridor shooter where you have your ...


10

There are some red flags, but probably not the ones you expect This I set down a project roadmap with a lot of good documentation on what needs to be done and deadlines. Both were asked to produce a timeline as to how these deadlines would be met. For the artist, I mentioned that if the workload was too much, it might be possible to hire an additional ...


9

Time, is the problem. When you try to localize the voices for every language you publish, you would need to spend so much time on voice-over. Synchronizing animations are another problem. When you are voice-overing a character, it would be so much unrealistic to watch that character making noises without moving it's mouth, or etc. So, less voice = less ...


9

In addition to the points raised in the other answers about version control and handling conflicts with merges, there are at least two other ways that team members can avoid overwriting each other's work: Some version control systems (e.g. SVN) allow locking of files. This means that one team member can take exclusive ownership of a file for some length of ...


9

Having managed several studios for a few of the large game companies, I could write you a large answer about productivity, etc but the problem is rarely there: First, you can't expect people to sit 8 hours focused, it won't happen. Flexibility is very important because if people can't deal with calling their bank, etc at the office, you will start to feel ...


9

Remember, these terms we throw around like MVP, agile, ECS, vertical slice, etc. are not absolute laws of the universe. They're just ideas that some folks have found helpful to their process. Where they help you make progress, use them. Where they hurt your progress, bend them. No MVP police will arrest you if you use a health bar. Steam will not ban you ...


6

The new Unity Package way Unity has recently introduced a Package Manager. This is a system that most Unity components will be moving to, and it also allows you to create your own packages. Interestingly enough, these packages can be the entire contents of one Unity project, allowing you to nest one Unity project inside of another. There are two requirements:...


6

A few things you need to know about creative types: Programmers love being 100% engaged for hours at a time. This allows them to achieve deep flow. To gain the benefits of this, you need to provide a work environment absolutely free of distractions. Separate offices or remote is ideal. Cubicles are marginal. Open workspaces obliterate productivity. ...


6

TL;DR: The idea behind creating an MVP is less about the precise definition of an MVP and more the general principles of: Not starting to polish until you have something you can actually play Not doing too much polishing (in the beginning and altogether) Not adding a bunch of features before having something playable You start off creating the smallest ...


5

If your game architecture doesn't support info coming in over the wire, it is a real hassle to add MP later. Make the decision early whether or not your first published version will have MP or not, then develop toward that goal. It's always easier to drop the MP later if it's going to be too expensive than to tack it on if you decide you want it.


5

The structure of what VS calls "filters" (just folders in the project tree) is entirely independent of the structure of directories on disk. There's no connection between them. You can choose to make the filters match the directories, if you like, but VS doesn't do that automatically or anything. When you add files to your project, you can select them ...


5

Adding to other answers, it's worth noting that on top of the average office worker, most creative work like art and programming certainly does not benefit from monitoring over the shoulder and counting down the minutes. However, this doesn't mean you cannot track or expect a deadline for goals. If your workers legitimately do not know when a task will ...


4

You should figure out the story you want to tell, and the purpose of the game. These will guide everything else and give the user something to come back to time and again.


3

Assuming that your game exists in a single Unity project, the bare minimum that you'll need from them is the project folder that the project belongs to. This is enough to build and run the project and you'll have access to all of the code and assets used in the project. Anything beyond that is somewhat optional, but it may be a good idea to ask for their ...


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