PSA because I see a lot of people post on here akin to "We've decided to make a game but we've never done this before and lack many of the necessary skills, so we're looking for 6 unpaid volunteers!"
To which I say: that is a sign your scope is way bigger than is sustainable and it's never going to work. If your project requires a bunch of people to work on it unpaid because you lack the skills and resources then your scope is way too high and you should start waaaaaay smaller!!
Even if you somehow managed to find people to create your idea, you'd lack the terminology and experience to direct them to do it the way you want, and I've never personally heard of a team larger than like, one or two people who made entire games with strangers on an unpaid basis.
Seriously: make a project that is tiny, build a bunch of stuff to build your own skills and then make your game yourself. It's work but it's the only real way to guarantee and end product if you lack the resources to pay people. And if your project still seems to hard to make despite learning the process yourself, then your idea is probably too big and you'll need to cut corners and compromise your vision to actually finish it! Remember: an idea is just an idea and it's the easiest part of a game to change!
You see this a lot with regards to people working on their first project that is in the concept phase, where they don't realize how much time effort and energy is spent on a full game's production. Like you gotta have made games to know how to make games, full stop.















