Guidelines
- Always communicate throughout the process. You and everyone on the team should be aware of who is doing what.
- Be clear about what is expected of people when they sign up, especially in how much they are able to provide in the available time. EG: "I'm foreseeing 3-5 backgrounds, can you handle that in a month's time?"
- Making sure the game looks the way you want falls on the director, not on anyone else!
- Providing concepts always helps a visual team. Even if you don't consider yourself an artist, a sketch of what you want is better than reading a lengthy paragraph.
- Try to be succinct, and omit needless details in your documents. Provide summaries where you can, but do keep your longer documents on hand.
- Make sure everyone on the team knows what task they are doing. Don't keep people waiting too long in a decision process.
- Always look at the big picture. If something turns out differently than what you envisioned previously, learn that it's a part of the process.
Role assessment
I knew I wanted to do something as a continuation to The Penitent but on a large scale. Before assembling a team, there were a few things I assessed before figuring out the team and what I needed in order to help me. Those questions were:
- What can I do?
- What can't I do?
- What do I need help with?
- What can I do without?
That determined what work should be divided to me in tandem with being the organizer of this project, and what roles I needed to have.
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✅ What can I do?
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For me, that was: