When this company was formed, the team got right down to hammering out a game concept and all the pieces needed to make it a reality. Once we hired an artist though, and the team grew from 5 to 6, we really started to see progress…literally.
Getting Things Organized
With our complete team widespread geographically, we needed a consistent way to communicate: Slack.
Right away we set up discussion groups for corporate stuff, brainstorming, game development and coding, marketing, and art.
In the ‘corporate’ channel, aside from talking shop, we were brainstorming secret code names for our project. Among them was “Run & Shoot Man” – a play off of a Sequelitis episode. None of the code names stuck. We ended up just calling it “the game.” In the ‘development’ channel, tasks were being assigned and progress updates were happening. And the ‘marketing’ channel was being used to coordinate our website set up and update the development team about any industry research.
A new discussion group was needed though. Another Slack channel was created for updates about what each individual’s weekly priorities were. The ‘weekly work’ channel has been great at keeping everyone motivated to complete tasks in a timely manner.
We are an indie video game development company, complete with a board who votes on major decisions. Comprised of 5 owners and 1 international partner, we are incorporated now, as of September 2018.
By the time (Canadian) Thanksgiving rolled around, the art discussion in Slack was kicking off. Its no surprise to us that it was and is the most used channel. Since we all know one another either incredibly well or at least through BMFS, we tend to chat through multiple mediums. The exception is the artist – an external hire. Almost 100% of our interactions with him are in Slack or Trello. He fits amazingly into our team though.
A huge shift happened once our artist was introduced on Slack: everyone could see the game taking form. Will (aka SilkPuppet) is Spanish speaking and collaborates with us remotely from South America. His written English is great though, so using Slack for the whole team has been working out.
His art has brought our game to life, and seeing his work develop has been a truly gratifying experience for everyone.
Worth Checking Out
If you’ve never seen a Sequelitis video before, checkout Egoraptor’s Youtube channel for his loud, opinionated, comical, animated game reviews. In particular, Sequelitis – Mega Man Classic vs. Mega Man X.
Looking for a game artist? An artist that understands your vision is an integral part of game development, so don’t limit yourself geographically. Maybe you’ll find a Freelance Game Artist on Upwork just as we did.
Read our next devblog: Reunions: Both Work And Play