PSA: If you're looking for team members, be descriptive

I’ve been seeing a lot posts recently of people looking to create development teams. Many of these posts, rather than garnering potential members, received criticisms denouncing the quality of the OP’s post. There are a few things you need to create a proper development team, including, but not limited to:

  1. A fully fleshed out game idea

My god, I’ve seen it before but please please don’t make a thread saying like “Looking for some developers to make a team. Not sure what we’re gonna make, but we’re gonna make something”. This is stupid and you will get little to no support from anyone. You need to have a solid game concept fleshed out either digitally or on paper. Who wants to join a team that doesn’t even know what they’re working on?

  1. A portfolio

Give people reason to want to work with you. You need credibility to lead a team to the completion of a project. Give such examples in your thread. Prior success is a gigantic +.

  1. Proper pay rates and details

This is super important, and should be clearly stated in your offer. Make sure to get this in writing before starting to work on anything - there’s nothing worse than getting scammed out of your time and effort. If you don’t have a strong portfolio, most people will want some guarantee of payment. Percentages are fine, but be prepared to offer one time payouts for contract work.

  1. Planning

Just like you need to plan out the game idea, you also need to plan out how you’re going to delegate the workload. Figure out what you need done, then figure out how many people you’ll need to hire/contract. You should have a pretty good idea of the work necessary to finish a game before ever starting the building/coding process.

  1. Maturity

Everyone on the team should have an expected level of maturity, but it is doubly important for the team’s leader. Don’t belittle your members and treat them well.

  1. Confidence and scale

Be confident enough in your ability to inspire your team, but not so confident that you over-scale the project. Design within your means - sometimes less is more.

  1. Don’t use copyrighted IP

This should be obvious, but make sure all of the intellectual property you use is actually yours. It has got to be a ridiculously bad feeling to have your work taken down because you don’t own the rights to it.

Thanks for reading, and I hope this helps boost the quality of the coming dev team recruitment posts.

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Great post, I see so many people who give little to no information about what they are really looking for.

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Nice post. It should also be mentioned how users shouldn’t use intellectual property which aren’t theirs as it’s improper / against forum rules, which happens too frequently.

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I think proper post format is important too.
What I mean is to not write a huge block of text, but to sort things throughout the thread - just so it’s clean, easy readable, and nothing seems “suspicious”.

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To add onto this, here are some common things that may be causing issues in getting your collaboration thread noticed:

  • Readers have to ask you about the incentive instead of you providing it outright
  • You don’t mention an incentive
  • Your incentive is ROBUX, but you tell people to PM you to discuss how much
  • You link them your game instead of telling them why they’d want to work on it outright
  • You refuse to post about the project you’re working on publicly and require people to PM you for info about it
  • You provided an incentive but it wasn’t enough to get readers interested by itself
  • Underpaying
  • You didn’t market your idea well and others don’t think it’ll pay off as a group project
  • You didn’t think your idea through well and it won’t pay off as a group project
  • Other circumstances outweigh your normally reasonable incentive
  • You don’t provide information about what you’ll do for the project, or what you’ll do isn’t worth what you’re asking (e.g. you do nothing but generate ideas and ask for 50% of profits)
  • Your project has mysteriously gone through numerous developers (is this a sign of terrible interaction between you and other developers?)
  • Your project has been under the works for a long time (do you not have your stuff together? Can others rely on you?)

The first issue is really easy to solve. Start convincing users to work with you the first sentence in, make sure you finish convincing them quickly, and don’t hold the user responsible for convincing themselves. Also provide all information you’d want to know about the project if you were the one deciding whether or not to work on it. As a rule of thumb (and this applies in general), if you want someone to do something for you, the more work they have to do, the less likely they’ll do it. This does not mean they aren’t dedicated enough – I’d argue that it makes them even more qualified since they’re thinking things through instead of rushing to jump aboard projects just because they have nothing better to do (will they still work for you once they find something more interesting?).

The second issue may be a little out of your control if you don’t have enough ROBUX to offer as a monetary incentive, but you can always attract people with a good game plan. If even that fails, it may be because you don’t have enough of a reputation for people to want to work for you yet. Try collaborating with other users to build that reputation.

In regard to the third issue, just be fair with what you ask, and if there have been past issues with the project, truthfully (lying will only make things worse) explain what happened. If there was an issue on your part, explain what you plan to do in order to fix it.

WARNING about hiring programmers:

If you have to hire programmers but aren’t a programmer and can’t understand what they’re doing, be extremely careful who you work with. A lot of people can claim to be able to program your game, but you can never know if that’s true, whether it be to overestimating their own abilities or milking you for payment before you find out they’re full of it. Choosing the wrong people to work with can result in your game going through multiple developers and getting a bad reputation. Ask about your programmers’ past work and examples of what they’ve done. Ask for people they’ve worked with in the past and talk to them. Ask on the devforums for things you should test them on because they can easily show you something that seems complex but is actually easy to program.

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From a builder’s perspective, pictures in your post are important. I shouldn’t have to click on anything to see what your game looks like or the style you want. “House” or “car” can mean anything; pictures of the types of houses or cars you want are much more descriptive and give me a better idea of what you’re expecting and whether it fits in with what I want to build.

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+1. Ideas are cheap and development is hard. Something I hear way too much:

It’s generally in your best interest to steer clear of those people. They tend to be under the impression that software development is either trivial or magical. In reality, it’s neither.

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I cannot agree more on this point. I’ve got work from one guy that said he wanted a Guess That Drawing map to look, for lack of a better word… “Nice.”
With that info I took artistic liberty and decided to make it a hipster art bar called “dRaw”. He had nothing good to say about it because it wasn’t what he imagined it to be.

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