If you’re like the rest of us and have dreamed of starting your own game studio. Well, congratulations you’ve made the first step, ‘admitting you have a problem’. The next step is to confront your problem, which as with anything there are two ways of doing so. 1. Straight on 2. Run away. move to Zimbabwe and change your name to Jose. Now that you’ve chosen, let’s move on.
How Do I Start?
Great question, it’s quite easy actually. When releasing your game, instead of putting “Published by Paul O’Carroll”.. now you put “Published by BlindFold Studios”, that’s it. Now you have ‘started a game studio’. Believe it or not, that is the first step. But if you haven’t even picked a name yet… then pick one. Try to make it catchy and interesting but not too interesting that people think you’re weird. Obviously, check out all the trademark’s and patents that are appropriate to your name. You don’t want to be getting into legal trouble, now do you?
Where Do I Go From There?
It’s hard to say that there is a definite path to follow, but here are some general rules to follow. Hire people as soon as you can, this is something that I did, and it worked out well for me. I hired an artist as soon as I could, so that we could “build a relationship”, when it comes to indie, good co-workers are the pinnacle in building a game studio. If you can; try to find people that are willing to work for free, don’t worry, they are out there. You just need to look, I talk about this in a previous article, go have a gander…another thing, don’t fall into the trap of “I need to hire the best people”, that very rarely works out as the best people usually come with a massive ego and having multiple people with big ego’s, is not a good match. Instead, try to hire the people that fit the best, again this is different for everyone, but try to find people that fit into the team and the overall mood that you’re going for with the team. e.g, if you’re building an RPG full of character and jokes, then it’s not good to have a team full of boring and uninteresting people. If that makes sense? Take ButterScotch Shenanigans, for example, they make weird and wacky games, and they’re built by three brothers that follow said criteria. Of course, you have to hire people that compliment your skills, e.g a programmer would hire an artist. I talk about this in my previous article.
You’re not very inventive with your questions, are you? Well, once you have a team, a name. Then next is making games, this is the best part. If you’ve never made a game before then let me run you through a ‘crash course’ of sorts. Pick an engine, if your a programmer that is. If you’re not, then listen to your programmer on what engine he/she want’s to use, at the end of the day, the programmer is the one who is working inside the engine, let them choose. Keep in mind, programmers are wizard’s, don’t mess with them. So, after this, let the artist and the programmer talk, to figure out the best means of creating some sort of workflow. Preferably a good one. If you have a designer, then give them a means of letting everyone know about their great ideas, google docs should work for most teams.
That’s it, you’ve created a game studio… well sorta. You still need to worry about the boring stuff, like accounting, getting a lawyer. These are all things that you really don’t need to worry about right now, but it is something to keep in mind.
- The first step is admitting you have a problem.
- Next, change your online alias from whatever it is now, to your team name. As easy as that
- Hire people that fit, not necessarily the best people.
- Don’t worry about legal, until you’re in court. Well maybe not that late, but you get the picture.
That about wraps it up. My challenge to you is, go out, start a studio, hire people, conduct interviews. Trust me, you’ll learn a lot. Remember to follow me on twitter (@BlindFoldStudio), I’m more active on there, if you have any questions just PM me, I’ll do my best to answer.
Thanks for reading,