Yes, I’m aware this is different than my usual tutorials. My computer broke and I lost access to my saved cloud. That article needs to be rewritten and will come out… eventually.
Teambuilding comes in many shapes and forms, yet it all boils down to receiving the best of the best and making them stay. Believe it or not, it’s that simple. For example, let’s talk about a little game you might know that translates to “Pocket Monsters” in English. Since each team has a player cap, you have to ask yourself “who do I want to fight for me”. Now, dont get me wrong, I have the highest possible respect for my devs but I wouldn’t pick them over a dragon in a fight.
Now, what does picking a bird that breathes fire over a teenage developer mean in this case? Well, in layman’s terms, it means that I win. It’s relatively improbable for 2Hex to beat Charizard in this way. However, the important part about building a team is to win the situation at hand. Although Tom can’t win in a brawl against the beast, he can beat him in building on ROBLOX.
You’re most likely asking yourself: what does this have to do with teambuilding? On any team, you have to have the people who can get things done the most efficiently. Depending on your preferred size, it depends.
Solo Team:
In ny opinion, this is the most difficult option. To succeed, you need to stay on goal and be able to do EVERYTHING. Unless you’re a jack of all traits, I’d suggest buddying up. My favorite example of a solo team is Alexnewtron (even if his prime is behind him). If you can do it all at his sort of level, a solo project might be the choice for you.
The Duo:
Duos are blasts to work on, but you have to make sure you talk with each other or the project will turn from Bob and Larry to Cain and Abel. A good duo is truly an art in that it requires both parties to know what they’re doing. In ROBLOX development, a good example would be Badimo.
Three’s Company:
Ever since Egg Hunt 2017, big dev teams have been on the rise. With each member specialized in a certain field, games increasingly get better. Nevertheless, I have some warning signs to talk about from my experience on these sorts of big projects:
- Quality VS Quantity: The (original) Button Challenge was a disaster. We lost motivation when the game didn’t initially earn us a zillion robux. Our quality also dropped to create more levels. When quantity overruns quality, projects die.
- Quality VS Quantity Before the big copyright claim, I worked on Pokemon: Creation of Zygarde with some amazing people and a naive manipulator. He coined the phrase “Lando greedy, Script cool” and opted to make everything free. NEVER DO THIS!! Monetization is the only way to keep developers on the project. Make the game have an opportunity to give you money so that it’s worth it in the end.
- Surround Yourself With Good Devs: As a team leader, I cannot stress how important it is to gather a team of competent individuals on your team. Although experience CAN be a factor (shoutout to Bslick, Mightyy, and Reversed_Polarity), it shouldn’t be necessary. We all were nobodies before our big break. I know that I was.
Now, what’s the takeaway from this, summed up as quickly as possible? Work in a group size that you feel you can make the biggest revel in the water with. Stay away from bad monetization and dont drop quality got quantity. Most importantly, surround yourself with the best: it tends to make you better.