[RMVX ACE] RECRUITING MEMBERS FOR LONG-TERM STUDIO POSITIONS
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Who Are We?
Previous Works
Available Positions
This is a multi-job role, including designing gameplay concepts and interfaces. Designers will also have input on some aspects of writing, such as pacing.
Writers help develop story concepts and plot progression.
Artists responsible for sprites, tilesets, and menu design.
Artist responsible for facesets, CG art, title design, and more.
Responsible for writing original code and scripts. Will also assist in event planning and compiling.
Responsible for writing challenges in gameplay.
Not required, but wanted. Responsible for scoring the game as well as producing sound effects.
How To Apply
- Studio 747 is a budding dev team dedicated to creating games for all audiences. Our hope is to stick together and go far in this industry--ultimately seeking to make commercial games on our own engines. For now, however, we intend to use the VX Ace program to make free-to-play projects.
We currently have a few concepts to work on, but we plan to create an open-pitch environment. This means that any member of our group can propose a concept that--if accepted--can be moved into production. Through these means, we aim to create a vast and diverse library of titles.
Previous Works
- While we--'we' being myself (Saki) and my Director (KayKay)--have never made projects as a studio, we have individually begun work on personal games. Below are a few screenshots and CG pieces to give potential applicants an idea of what we do.
Available Positions
- Designer
This is a multi-job role, including designing gameplay concepts and interfaces. Designers will also have input on some aspects of writing, such as pacing.
- Writer
Writers help develop story concepts and plot progression.
- Sprite Artist
Artists responsible for sprites, tilesets, and menu design.
- CG Artist
Artist responsible for facesets, CG art, title design, and more.
- Coder
Responsible for writing original code and scripts. Will also assist in event planning and compiling.
- Puzzle/Level Designer
Responsible for writing challenges in gameplay.
- Sound Designer/Composer
Not required, but wanted. Responsible for scoring the game as well as producing sound effects.
How To Apply
- Send a message to: anotheremailyay@gmail.com. Artists, writers, and coders are encouraged to include an example of their previous work. Questions may be asked and answered in this thread, or in PMs.
Thank you for your time!
As someone who sees these sort of threads pop up all the time, I highly recommend you try completing an actual game before you start trying to run a studio. Having "individually begun work on personal games" is not a good indicator of follow-through if you don't have any completed projects to show for it.
Show the world you can carry a game from start to finish. If you haven't done that yet, I'm not sure why anyone would want to devote their time and energy to working for you.
Also, maybe try sharing some pitches next time? "Hello come work for us" is a long-shot on its own, but without even putting forth the kind of things you want to create, I don't see the incentive for people to jump on the bandwagon.
Show the world you can carry a game from start to finish. If you haven't done that yet, I'm not sure why anyone would want to devote their time and energy to working for you.
Also, maybe try sharing some pitches next time? "Hello come work for us" is a long-shot on its own, but without even putting forth the kind of things you want to create, I don't see the incentive for people to jump on the bandwagon.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, I didn't even catch that. Two people with a history of never finishing projects seeking team members for a new project. Har.
Also man I don't think I've ever seen a thread like this before that was suggesting that they didn't have any games in mind and were open to new game pitches from any team member. WTF? This baffles me. You guys realize that anyone who would be willing to join a team would be doing so for, at the absolute maximum, the duration of the one game they joined to work on, right? People want to join games, not teams. Are you implying that you're looking for someone to spend the next ten years working with you guys on a bunch of projects...?
Also man I don't think I've ever seen a thread like this before that was suggesting that they didn't have any games in mind and were open to new game pitches from any team member. WTF? This baffles me. You guys realize that anyone who would be willing to join a team would be doing so for, at the absolute maximum, the duration of the one game they joined to work on, right? People want to join games, not teams. Are you implying that you're looking for someone to spend the next ten years working with you guys on a bunch of projects...?
Would offer my talents as a writer (if only to get more practice and maybe get my name out there), but with school kicking my ass this badly, that's not a good idea.
I barely even have time to work on my own projects. :(
I barely even have time to work on my own projects. :(
It's 2014 and we are still getting threads essentially going 'hey we're ideas people, come make our game for us!'
Six or seven years ago when indie wasn't big and we were all aspiring to be the next Squex these threads were a) common and b) responded to, but majority of indie games these days rarely have teams bigger than three, and three people can comfortably fill all the roles needed to complete a game.
Without some credentials 'studios' like this are worthless. Plus work in RM2K3 is never demo reel worthy in today's industry, so it'd be working for literally nothing.
Six or seven years ago when indie wasn't big and we were all aspiring to be the next Squex these threads were a) common and b) responded to, but majority of indie games these days rarely have teams bigger than three, and three people can comfortably fill all the roles needed to complete a game.
Without some credentials 'studios' like this are worthless. Plus work in RM2K3 is never demo reel worthy in today's industry, so it'd be working for literally nothing.
author=LockeZ
Oh, I didn't even catch that. Two people with a history of never finishing projects seeking team members for a new project. Har.
Also man I don't think I've ever seen a thread like this before that was suggesting that they didn't have any games in mind and were open to new game pitches from any team member. WTF? This baffles me. You guys realize that anyone who would be willing to join a team would be doing so for, at the absolute maximum, the duration of the one game they joined to work on, right? People want to join games, not teams. Are you implying that you're looking for someone to spend the next ten years working with you guys on a bunch of projects...?
author=SorceressKyrsty
It's 2014 and we are still getting threads essentially going 'hey we're ideas people, come make our game for us!'
Six or seven years ago when indie wasn't big and we were all aspiring to be the next Squex these threads were a) common and b) responded to, but majority of indie games these days rarely have teams bigger than three, and three people can comfortably fill all the roles needed to complete a game.
Without some credentials 'studios' like this are worthless. Plus work in RM2K3 is never demo reel worthy in today's industry, so it'd be working for literally nothing.
Are you guys kidding or something? Because you're acting like jerks to someone whose just asking if anyone wants to make games with them. Not start the next holocaust.
A) Yes. I am an asshole.
B) I've been in dev communities for 7+ years now. I've done this myself, and I have seen this 10000000000x times. These kinds of threads pop up, sometimes get members, games go nowhere, etc.
These days this is way more detrimental than, say, 5 years ago. We live in a world where indie games are thriving. Sweat Equity is all well and good but you need proof that it's going to pay off, number one. Number two, like I said, there are too many positions, and 2k3 is not viable content for a demo reel (aka what will get you a job in game dev)
And while they've said they're working in Ace, they have nothing to present that has been made in Ace.
When you do start up like this you make a few small projects (non commercial), get your name out there, and then start asking. You don't even need a dedicated coder or artist for Ace projects these days. And an start up indie studio doesn't need more than four or five team members.
game dev is serious business
B) I've been in dev communities for 7+ years now. I've done this myself, and I have seen this 10000000000x times. These kinds of threads pop up, sometimes get members, games go nowhere, etc.
These days this is way more detrimental than, say, 5 years ago. We live in a world where indie games are thriving. Sweat Equity is all well and good but you need proof that it's going to pay off, number one. Number two, like I said, there are too many positions, and 2k3 is not viable content for a demo reel (aka what will get you a job in game dev)
And while they've said they're working in Ace, they have nothing to present that has been made in Ace.
When you do start up like this you make a few small projects (non commercial), get your name out there, and then start asking. You don't even need a dedicated coder or artist for Ace projects these days. And an start up indie studio doesn't need more than four or five team members.
Quite honestly, what is being asked for is a bit much. They are asking for people to put aside their own plans, to commit to a team that they know nothing about and has yet to show anything of substance that makes people want to join.
The amount of people I would work with for a serious game team can be counted on maybe my two hands. One of those people posted in this thread. I know them, I know I can trust them to complete projects and work well with them. I know they won't flake out or cause issues with-in a team. I know that they produce quality work and that together we could create a great project. I've seen what they've created in the past, I've talked to them and gotten to know them personally, know their work ethic and that we can get along. I probably still wouldn't commit to an exclusive continuous team up with most of the people on that list though.
What you're offering isn't enough for people to want to jump on board and take a risk. You'll probably get a lot of newbies wanting to jump in but from the sounds of it you're looking for more than that - actual experienced creators, and a lot of them at that.
Before you lead a team you need to have experience as a game creator - because if someone drops out for whatever reason, it'll be up to you to work with what they left. Cultivate your skills, create a showcase of games that people can say 'oh, yeah, that's the guy who made such and such. s/he has great ideas/skills, I could try to work with them!'.
Make it one small project to see how the team works, don't force a commitment when you're not even sure whether the team will get along, who is more likely to try and take charge, who is more likely to slack off, who keeps deadlines, who does great quality work... etc.
The amount of people I would work with for a serious game team can be counted on maybe my two hands. One of those people posted in this thread. I know them, I know I can trust them to complete projects and work well with them. I know they won't flake out or cause issues with-in a team. I know that they produce quality work and that together we could create a great project. I've seen what they've created in the past, I've talked to them and gotten to know them personally, know their work ethic and that we can get along. I probably still wouldn't commit to an exclusive continuous team up with most of the people on that list though.
What you're offering isn't enough for people to want to jump on board and take a risk. You'll probably get a lot of newbies wanting to jump in but from the sounds of it you're looking for more than that - actual experienced creators, and a lot of them at that.
Before you lead a team you need to have experience as a game creator - because if someone drops out for whatever reason, it'll be up to you to work with what they left. Cultivate your skills, create a showcase of games that people can say 'oh, yeah, that's the guy who made such and such. s/he has great ideas/skills, I could try to work with them!'.
Make it one small project to see how the team works, don't force a commitment when you're not even sure whether the team will get along, who is more likely to try and take charge, who is more likely to slack off, who keeps deadlines, who does great quality work... etc.
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