Looking For Group; Design Team

WORK IN PROGRESS NOT FINAL!... Looking for feedback

Production Design

 

Free Time Development                              Sprint Development

Free Time Development, will occur in small teams with each team’s leader communicating progress.

Sprint Development, will be used to perform major steps like initially drafting the new set of cards, finalizing balancing issues, or developing the gameplay thesis. 

 

Design Roles

Designer – A designer will have experience playing games related to Tactics along with plenty of motivation.  A designer will be expected to create useful feedback, experiment with content, create a few levels, and participate in a handful of sprints.  A designer should expect to commit about 40 hours of work over a two month period.

Lead Designer – In addition to the designers profile a lead will be expected to have strong team management skills and a specialty in the tech, art, or game science.  A lead designer will be expected to perform all of the roles a designer would in addition to managing interaction between teams, and participating in most of the sprints.  A lead will also be expected to recruit a handful of designers which will form that lead’s team.  A lead should expect to commit about 80 hours of work over a two month period. 

 

Design Milestones

1 – Elements of gamplay map/Objectives of gameplay mission statement(s)

2 – Draft new set

3 – Balancing

4 – Level Development

 

Profit Breakdown

42% of the revenue delivered from Microsoft after hardware/marketing royalty fees have been paid will be allocated to the design team. 

4 leads at 3% each = 12%

20 designers at 1.5% each = 30%

Because the advancement to Tactic’s gameplay will persist beyond the edition being developed a 6th of the designers royalty will be carried over to the next edition.  Eg. A lead designer that makes a 3% royalty on the first edition will be entitled to a 0.5% royalty without any additional contribution from the next edition.

 

Objectives

Develop a functional design team.

Develop Tactic’s gameplay.

Make some $$.

Develop a core group that can then negotiate future partnership arrangements on behalf of “the designers” for new editions.