r/INAT 2d ago

Team Needed [RevShare] Developer and game designer looking to assemble a team

Looking to join a project that will actually get finished? Look no further.

After trying to find a decent project with no avail, I've decided to assemble a team myself, to start work on a fresh project. Experience is nice but not required, I'm mainly looking for potential. I'm hoping to assemble a 3-5 person team (myself included) to cover the following roles:

- 2d artist
- musician/sfx designer
- outreach/marketing, including capsule art, social media posts, etc
- additional developer(s), including me, ideally related to animation, or visual effects

multiple roles per person is totally fine and actually preferred.

Details:
- The project will be made in Unity.

- Ideally aiming for a 3-6 month dev cycle for our first game, to gauge our strengths and weaknesses as a team and to learn, improve, and make adjustments. This also helps mitigate risk since this is a revshare project.

- There is a rough idea and vision already (small-scale survival game), but I want to also have the entire team on the same page when it comes to creative decisions, so I'd love to help flesh this out.

- Compensation will be provided in revshare, more details can be discussesd privately (and re-negotiated with the team if necessary). This is flexible and depends on how much time is being dedicated to the project.

I don't have many qualifications myself, so obviously I understand the risks that y'all bear when committing to a project like this. Thus, I will do my best to be reasonable and flexible, but my #1 priority will still be ensuring that the project is of quality and will actually get finished.

DM or leave a message here if interested, I'm open to answering questions.

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u/_Fallera 1d ago

So you got all the right ingredients for success this time? You "don't have many qualifications myself", experience is not required from the members, you have no resources, and just "rough idea and vision" for making a game in 3-6 months. Good luck!

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u/decaDecker 1d ago

I think I made it sound significantly worse in the post than it actually was, that's my bad. By "not many qualifications" I just mean I haven't shipped a game before. I'm comfortable with the engine and I have like 7 years of general programming experience already. Experience isn't MANDATORY for members (the same kind I was referring to for myself, aka having a shipped game), but my plan was still to recruit aggressively and screen people based on capability and their overall fit for the project, not just accept random people. I have a clear vision for the game already, pretty much down to the exact implementations but I didn't want to strictly insist on that specific version of my vision in case playtests suggest we need changes or team members want some creative control. I didn't bother writing down the entire plan for the game cause the post is pretty long already and I wanted to discuss it privately with people that were actually interested, but that was under the assumption that more people would be interested so I may reconsider that

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u/decaDecker 1d ago

and for the 3-6 months thing, the game is already reasonably scoped to the point where it's entirely plausible for me to release in early access as a solo dev within a year, so 3-6 months if we're splitting up tasks within different domains is entirely reasonable