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Each month, industry veteran Tom Sloper provides career guidance to game biz wannabes, newbies, and junior professionals with the goal of helping them break into the industry, and stay in. Submit a question to Tom for developer-oriented advice in this column (IGDA members only).
![]() by Tom Sloper |
Idea Guy (September 2008)Dear Tom,
I have lots more questions, but these are the biggest unknowns in my plan at the moment. Lightbulb Above Head Hello Lightbulb, First I'll tell you why this is a bad plan, then I'll offer my suggestions for how you should proceed instead. I. Why your plan is bad. You're working off some huge misconceptions. You think that a game idea has intrinsic value. You think a game idea is enough of a basis to start a money-making venture. You think that getting people to work for nothing up front is a good substitute for a solid business plan. You think that inexperienced people will be willing and able to work hard and effectively to bring your idea to fruition. You think that these people will all agree that your idea is as spectacular as you do. The thinking at the base of your plan is all wrong. It's a foundation of quicksand. Besides, you don't have a plan for how to make money with the finished game. II. A better way to go. Since you're a brilliant game designer, you should go for a career in game design. See the difference? This isn't about one game idea - it's about a career designing games. A. Form an indie team, not with the expectation of everybody making a profit, but with the goal of building careers. B. Sure, present your game idea to the team. But understand that they may reject it and reach consensus on a different game idea, one that they can all be passionate about. You can write the GDD for that idea. C. If they do like your game idea and decide to work on it, never act as if it's your project. It's got to be a team effort or it's doomed to fail. D. Execute a collaboration agreement. Establish ownership rights before starting work. See the indie game developers startup kit at GameAttorney.com. E. Make yourself useful in the work effort. You can't be just the idea guy. You need to be a productive collaborative member of the team. F. Once the game is done, enter it in indie competitions, design more games, make more games. Realize that your team may break up or reorganize along the way. G. After you have two or three projects under your belt, get a job in games. Maybe start a company someday. Next month's column I talk to a guy asked by someone like you to work on his pet game idea for future potential royalties. You'll get to see it from the other side, and why I advise him not to go along with your unworkable scheme. |
Please note that there is no guarantee that Tom will be able to respond to all the questions he receives. It is up to his discretion which questions he uses for this column. For further advice and resources, check out the IGDA's discussion forums, the Breaking In web site and the Students & Newbies Outreach section.
Tom's Bio
Tom Sloper's game biz career began over twenty years ago at Western Technologies, where he designed LCD games and the Vectrex games "Spike" and "Bedlam". There followed stints at Sega Enterprises, Rudell Design, Atari Corporation, and Activision. In 12 years at Activision, Tom produced 36 unique game titles (plus innumerable ports and localizations), designed four games, and won five awards. Tom worked for several months in Activision's Japan operation, in Tokyo. He is perhaps best known for designing, managing and producing Activision's "Shanghai" line. He is currently consulting, writing, speaking, teaching, and developing original games. Find out more at Sloperama.
© 2007 Tom Sloper. All rights reserved.

