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Nintendo DS Proposal

Started by nsmadsen Dec 18, 2007 at 8:19 AM 13 replies 2.8k views
Original Post
nsmadsen
nsmadsen
Team name: Madsen Studios: We can develop another name once the team is formed. Until that point, we'll work under my studio's name. Project name: Working title: MS DS Proposal Brief description: Basic idea: Single or multi-player Nintendo DS title. Fun and appropriate for all ages. The gameplay will be highly customizable by the player, content can be shared between players via Wi-Fi and extra content can be purchased online. The game's vibe is much like a Sims, Animal Crossing and the generic Lemon aid stand sims but with a twist. I'll not share anymore without an NDA. This project is in the very early stages, and I'm interested in what type of workers are out there on gamedev. Since my project is directly aimed at the DS, this will eliminate many on gamedev, but I'm interested to see who is qualified and willing to help out. Target aim: Retail Nintendo DS Compensation: Currently there is no funding. Perhaps I can pay some, or offer an exchange of services but I'm limited in what I can do without funding. Everyone will work under contract to project their creations, the project and each other. In the event that no funding ever occurs, each member will keep all rights to their created content and hopefully some fun and learning happened throughout the process. However, I intend on making a small demo and presentation first in the hopes of getting funding. My approach: I don't like having a crew work for free and don't believe in wasting people's time so here is how I hope to gain funding. We create a simple portfolio which includes: 1) At least 1 playable level 2) Various examples of concept art and screen shots 3) Various examples of music and sound effects 4) A breakdown of the features and gameplay possible (or hoped for) in our game once full funding happens. 5) An in-depth analysis of how this game fill a niche in the gaming market that is, for the most part, left out. 6) Document detailing game development planning: approaches, time-tables and various solutions to any possible hurdles that get thrown our way. The portfolio will include a power point presentation, short video of game play, and all of the features listed above in an attractive and professional format. I'll be producing much of the presentation, but would love (and encourage) the rest of the test to take part as well! Once this presentation is done, it will be shopped around to various publishers. By only setting out to make a demo, we can keep this pre-funding time period as short as possible. Everyone can work out of their own homes, which can keep the cost figures down as well. Technology: The programming would need to be something that can work in the DS specs. While it isn't necessary for the programmer(s) to have an official SDK, it would be very helpful if they at least have an unofficial one so the game will be easily ported. I can produce music and sound design without a dev kit and artists can create artwork without one as well. The main factor is testing: which would be easiest if the development crew is all local to each other. I'm local to both the Dallas-Ft Worth and Denver metroplex and would love for at least most of the crew to be local as well. Talent needed: The team can be relatively small and still make a great game. For example, I just finished a DS game with a total crew of eight people. Having a smaller team can help keep the vision of the game clear and helps everyone get a larger piece of the funding pie. Programmers: 1-3 programmers should be more than enough. Experience level should be very high as this project is aiming to be retail. My game idea isn't super complex, so I don't feel the need to stack up with a bunch of coders. Knowledge of the DS is a must. Samples of work are required. Artists: 1-3 artists who are very capable of making nice, attractive models and graphics while remaining in the constrictions of the DS technology. Experience level needs to be appropriate to a retail DS title. The artists need to be open to feedback and be able to match styles so the game has continuity. Samples of work are required. Team structure: Currently, just me. I've been a video game composer-sound designer for the past three years. I've worked on over 100 projects on the PSP, DS, web based games, anime commercials, DVDs and websites. For this project I'd be directly over all of the audio content as well as the game's producer. Since the team will (hopefully) be small, the structure will end up something like so: Game Producer: Nathan Madsen Lead Programmer: open Programmer(s): open (optional depending on skill level and workload of lead) Lead Artist: open Artist(s); open (I'd like to have at least two artists so the visual content can be developed somewhat quickly) Composer-Sound Designer: Nathan Madsen Tester(s): open (the crew can also double as testers if they wish) Website: www.madsenstudios.com Contacts: Email: nate@madsenstudios.com AIM: nsmadsen Previous Work by Team: I've worked on over 130 projects and have a great deal of experience working with crews of all sizes and on projects in all kinds of budgets. I'm very driven and have a proven track record. My credits break down like so: Video Games: 29 projects involving sound design and music on the Nintendo DS, Sony PSP, Internet and PC platforms. Current full time gig is working on LEGO Universe in the lead audio role. Movies-TV Shows: 105 projects involving sound design and music for the TV, film, DVD industry. Websites: 2 projects involving sound design and music. Choir Productions: 2 Projects involving original composition, arrangement and production for choir productions. Additional Info: I wish I had more to show off, like concept art and such but I'm an audio guy. :) I understand and acknowledge that working on this game will be somewhat of a risk, after all it might never get funding or published. This is a risk all projects take on, but it is my goal to keep the team, project and goals as professional and realistic as possible. This will, hopefully, strengthen our chances of success. Also, since the risks are higher, I'll ensure that the rewards are that much higher if funding does happen. With my experience and contacts in the industry, I feel like we have a good chance. I hope that you'll join me! Feedback: ANY- as long as it has some point and isn't just flaming. [Edited by - nsmadsen on April 11, 2008 9:12:04 PM]
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
nsmadsen
nsmadsen
Wow, thanks for the sticky! I appreciate it!

Nathan

Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
jbadams
jbadams
No worries Nathan, best of luck finding the appropriate team for this project. [smile]
- Jason Astle-Adams
nsmadsen
nsmadsen
Thanks to everyone who has PMed or emailed me regarding this post! Keep em coming! I need to address a few things:

1) If you have access to a SDK and compiler then that should be alright.

2) If you do not have access to a SDX or complier, then you should at least be able to build the game in a presentable format (and something relatively close to the specs and fashion of the DS's technology).

3) I just accepted a job at a full time video game developer, but can still free lance in areas that are not in direct competition. The DS doesn't compete with my new company, so we can continue this project.

I'll look over the portfolios submitted and be in touch shortly. I'm still very interested in artists.

Thanks!

Nathan
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
Mushu
Mushu
I'm really confused - you're looking for programmers who already have access to an official devkit? It seems to me that anyone who has access to one is getting access through a studio (where they're presumably working on a DS title), and thus would probably be unable to join the team due to non-competition clauses. I've only used the homebrew toolchains, so I honestly don't know much about the whole official process.

Anyway, good luck with the demo (and pitching it to publishers)!
j_smith4
j_smith4
Quote:
Original post by Mushu
I'm really confused - you're looking for programmers who already have access to an official devkit? It seems to me that anyone who has access to one is getting access through a studio (where they're presumably working on a DS title), and thus would probably be unable to join the team due to non-competition clauses. I've only used the homebrew toolchains, so I honestly don't know much about the whole official process.

Anyway, good luck with the demo (and pitching it to publishers)!


I got to agree here, it seems anybody who could actually work for you would already being doing it professionally at a game studio.

--------Ratings - Serious internet buisness
nsmadsen
nsmadsen
Only at first did I say you had to have an official dev kit. If you don't have a dev kit, but can program close to the technology parameters of the DS then that is fine to. The reason why I say this is because it doesn't make much sense to program a game that is clearly beyond the DS's specs only to have to pare it back if we get a publisher.

I'm actually considering putting this project on hold for now because I've been hired by Net Devil as the lead composer-sound designer and have a strong feeling I'll be busy enough as it is for a good while.

Thanks for the responses guys!

Nathan
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
YellowShadow
YellowShadow
If you want a true DS experience, check out the homebrew SDKs out there. They allow you to develop for the DS. There are also emulators on the PC where you can then test your game and see how it works :)

http://www.dev-scene.com/NDS/DevkitPro

Hope the project goes well.
-----------------I develop games :)
nsmadsen
nsmadsen
If anyone is interesting in helping me out with this project, I'm considering bringing it back to active in a few months or so. I've made the transition to my new job and now feel like I can take on some more projects. I'll re-edit the main posts to make sure everything reads clearly. As of right now I'm simply seeing if there is enough interest to form a team.

Thanks!

Nathan
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
IronWarrior
IronWarrior
I'm pretty sure you can't do Downloadable Content for the Nintendo DS. So far, the only DL-able content Nintendo has is on WiiWare, because those aren't disk-based (or cartrige) games.

Good luck, anyhow.
soulcast
soulcast
Quote:
Original post by IronWarrior
I'm pretty sure you can't do Downloadable Content for the Nintendo DS. So far, the only DL-able content Nintendo has is on WiiWare, because those aren't disk-based (or cartrige) games.

Good luck, anyhow.


You can easily run homebrew games on the Nintendo DS, I code for the NDS using Devkitpro and PA_Lib, all you need is a SD chip, cartridge and the USB flash stick, easy as pie.

Cryo_
Cryo_
hmm putting the project on hold just because you got a new contract? you need to be more perseverent than that to get a game out , from an artists point of view it wouldnt be very nice to work on something, just to be put on hold because the producer (who started the game in first place) doesent have the time he thought he would
Sorry to come across as rude, but it has happened with a game i put a lot of work into, and because the producer was absent for a few months, it fell apart, so you should make sure you have the time to commit to a project like this
nsmadsen
nsmadsen
I put it on hold before any other team members joined the project. Also, while I see your point I also don't see a problem with taking the precaution when going through a period of transition (which moving to a completely new state and starting a new job surely is). This wasn't a contract, but a new full time position with a video game developer. I felt the need to clear my plate for a bit to make sure the transition went smoothly. Also if you read my post closer you'll see that I'm only wanting to create one demo level along with some assets (both audio and visual) to help make a good presentation to publishers. The project that you described sounded like the whole game was being under taken. Sorry to hear that things fell apart, but I'm doing everything I can to make my project's goals realistic and achievable. I'm doing this to protect the crew and the project.

As far as having more perseverance, I've worked on over 130 titles. When I first started this career it was a side job while I was already working another full time job. I completed my first Nintendo DS title this way. I have successfully made the transition from amateur-hobbyist to indie development to professional developer. So, I think I have the perseverance part taken care of. Would you had rather I lied or kept hidden the fact that life made me too busy for a bit? If I did have a crew, how would they had felt when the producer and leader of the project wasn't as focused and putting as much into the game as they could have been? I look at it as damage control- and don't regret putting a project on hold especially if it wasn't a vital stage of development. As someone who has worked with plenty of teams, I always appreciate and value a leader that can be honest and upfront with his team. Since there was no team in this particular case, what harm was there in putting things on a slight hold while I move and start a new job?

[Edited by - nsmadsen on April 13, 2008 3:14:47 PM]
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
Cryo_
Cryo_
Ah i see, you sound like you know what you are doing. I didnt mean that last post as a flame, i mealy wanted to tell you that if you start a project, it's a good thing to ensure that you have the time to see it through, things generally fall apart if the producer is absent for too long.
Anyway, this is one of the better projects here, as far as a realistic goal goes, and if i wasnt busy with another indie project, i would have loved to help out
Good luck to you
IronWarrior
IronWarrior
Quote:
Original post by soulcast
Quote:
Original post by IronWarrior
I'm pretty sure you can't do Downloadable Content for the Nintendo DS. So far, the only DL-able content Nintendo has is on WiiWare, because those aren't disk-based (or cartrige) games.

Good luck, anyhow.


You can easily run homebrew games on the Nintendo DS, I code for the NDS using Devkitpro and PA_Lib, all you need is a SD chip, cartridge and the USB flash stick, easy as pie.



No, I meant as in once you release the game onto retail, you can't post patches or whatever and have people DL them onto the game. Unless there's some way you'd code them in, have them disabled a unlock them once DL-ed, but that kinda removes the purpose.

I could be wrong, but I felt I needed to clarify.

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