How to Start a Team Project?

Experimentation

  • In the 1st stages create separately.
  • Everyone Propose 2 Ideas per category.
  • Compare the Characters/Settings/Endings.
  • Look for Synergy & paradoxes.
  • Match converging Ideas, to keep as many of them as possible.
  • Keep each stage short to maintain Focus.
  • 15-20′ should be enough.
  • Invite all team mates to integrate their interest in the Game/Story.
  • Nothing is Permanent, Everything has to be Clear.
  • Highlight the Definitive Idea, keep the other ideas on the side.
    • For following Chapters/Scenes
    • For following Stories/Games
  • Uninterrupted speech
  • How to speak & listen?
    • 2′ of speech per person
    • 5″ of pause between each person
  • Uninterrupted speech accomplishes 3 purposes:
    • Managing Excitement
    • Managing Reluctance
    • Managing Apprehensions

Accountability

  • Feedback.
  • Free expression requires power balance.
  • It requires Focus & Honesty.
  • The project is a collective responsibility.
  • Information retention will inhibit the Project development.
  • Are open-ended questions effective?
  • Open-ended questions force you to be more creative.
  • Which could be a source of fear.
  • Restricting choices to 2-3 options creates more fluid dialogues.
  • Every choice/problem is biased by a topic.
  • Using this bias to catalyze Progression enhances Collaboration.
  • Effectiveness entices every team member to participate more in the early stages.
  • As the Project grows, after 10 days, more flexibility will allow it to properly bloom.
  • Lead.
  • If you are a team of 4 each of you should be in charge of 1 of the key aspects of the project : Story, Graphics, Audio, Gameplay.
  • Switch Roles after every project.
  • If you were in charge of Graphics for this project go for Audio.
  • Establish a cycle of rotation, Story, then Graphics, then Audio, then Gameplay.
  • This way everyone has the lead in everything
  • This allows you to develop both Polyvalence & Empathy.
  • Main Goal.
  • Each team member establishes a Goal at the beginning of the project.
  • Inviduation – Create a Character/Environment/Story/Archetype which will be used as an avatar.
  • Sustainability – Create a template for future Stories/Games.
  • Productivity – Produce twice the number of songs.
  • Persistence – Re-draw the same character/environment up to 27 times.
  • Skill – Learn a skill that’s not required on the actual project.

Characters

  • Everyone creates 2 Characters.
  • The remaining Characters are elaborated collectively.
  • Draw the Characters.
  • Give them 1-liners.
  • Whistle/Sing them a theme.
  • What is the Character’s name?
  • What are her Goals?
  • What are her core Behaviors traits?
  • Does she have any Habits or Quirks?
  • Why do you want to impersonate this Character?
  • Why do you want someone else to play this Character?
  • Test Dialogues will make you grow faster.
  • What are the Character’s Reactions?
    • Crisis
    • Comfort
  • How does the Impersonation goes?
    • Speak in Character’s words
    • Imitate the Character’s manerism
  • Interactions & Relationships
  • How are Characters related to each other?
  • Ask for character’s stories.
  • Contrast creates Consistency.
  • Consistency creates Cohesion.
  • Characters complete each others.
  • Team members work in synergy.
  • Let people interact.
  • Let them commit to a smaller project inside the Story.
  • Interaction with 2ndary characters
  • Interaction with characters from other stories

Setting

  • Everyone creates 2 Settings.
  • The remaining Settings are elaborated collectively.
  • Draw the Environment/Setting.
  • Associate them a saying or a quote.
  • Whistle/Sing them a theme.
  • Designing the Setting
  • Why are we here?
  • Why do we stay here?
  • Why will we quit this place?
  • How would you decorate this place?
  • What would you take off this place as a souvenir?
  • Draw a Map of the setting.
  • Make a Board out of it.
  • Define the different subspaces the Characters can access.
  • Create Cards for Actions & Interactions.
  • Do you need Dices & Coins?
  • Do you need other accessories?
  • Imagine 3 Situations to test your Project.
  • 1 Offensive/Competitive Interaction
  • 1 Peaceful/Collaborative Interaction
  • 1 Ambiguous Game

Story & Gameplay

  • Everyone creates 2 Endings.
  • Everyone creates 2 Introductions.
  • The other Chapters are elaborated collectively.
  • Everyone creates up to 2 Core Rules.
  • The other Rules are elaborated collectively.
  • Summarize the Story in 1 Phrase.
  • Draw the Story.
  • Whistle/Sing her a theme.
  • Exaggeration & Surprises
  • Try the Unusual situation.
  • Try the Reverse situation.
  • Try the Regular situation, but remove a Critical component.
  • Look for 3 different Alternatives in every situation.
  • What are the Choices available?
  • What are the Outcomes?

Timeline & Execution

  • What is your Timeline?
    • In weeks?
    • Months?
    • Years?
  • If it is your 1st project 2 to 4 weeks is an adapted period to organize your timeline.
  • Lesser would be too short for your team to designing & executing the project.
  • More than a month would leave too much time to design the 1st version, hindering the execution process.
  • Daily Habits
  • If you are going for 4 weeks, You’ll need 30’/day.
  • If you are going for 3 weeks, You’ll need 45’/day.
  • If you are going for 2 weeks, You’ll need 60’/day.
  • You could spread this amount of time equally between the 3 types of daily activities.
  • However, you’ll probably spend more time on Story & Core Rules during the 1st few days.
  • This way you’ll have more time for Graphics & Audio on the go.
  • A more flexible timeline would be more adapted, as the following.
  • Story & Gameplay
  • Core Rules, 10′, 1/4 time
    • Accessories, 15′, 1/4 time
    • Test, 10′, 1/2 time
  • Story Map, 20′, 1-2 days
    • Chapters 1-6, 15′, 1/2 of remaining time
    • Chapters 7-10, 10′, 1/2 of remaining time
  • Graphics & Models
  • Protagonists/Antagonists, 10′, 1/3 time
    • 2ndary Characters, 15′, 1/3 time
    • Scenes, 10′, 1/3 time
  • Music & Audio
  • Character, 5′, 1/2 time
  • Setting/Scene Theme, 10′, 1/2 time
  • Give yourself some Extra Time.
  • If you even are Busy at a critical juncture of the Project, delay your presence to another moment.
  • If you need to work on the Project off of scheduled time, pick a referent member who will coordinate this extra time.
  • Change the referent member for every new Project.
  • If you require off-time, limit it to less than a 1/8 of the Project timeline.

Posted

in

by