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(2 edits) (+1)

How much of this makes sense really depends on what your goals are.  Do you want a job in the industry?  Do you want to start your own business?  Do you just want to make games as a hobby?  And do you want to work alone or with a team?  Here are some general thoughts.  For perspective, I work alone and I do this as a hobby.

1. You should join a Game Jam first, or several Game Jams before ever choosing who to work with.  Network in the jams, make friends, then choose who you want to join you in creating your game.

Might be a good idea if you want to work with a team and focus on art and music, but doing a jam might be overwhelming for a first step - more on that later.

2. You should develop a prototype first, then seek funding from Kickstarter or other crowd sourcing, then hire qualified candidates.

Even for experienced devs this is extremely ambitious.  Many if not most Kickstarters fail, and even the successful ones often run over time, over budget, or are outright canceled (just like anything else in the industry).  I wouldn't even think about funding or hiring people or even trying to sell something at this point.  Focus on learning and gaining experience.  

3.  You should increase your skillsets, and make the game yourself.  Release it, get feedback, and only then seek funding to better your game.

I would suggest treating your first projects as learning experiences rather than potential commercial opportunities.

4. You should enroll in a school for game dev, get a job, learn the ropes, then branch off towards your own independent projects

If your goal is to work in the industry or make a living with your own independent studio, this probably makes sense as a long-term plan, although I don't know how necessary a game design degree is.  If you just want to be a hobbyist, though, this is way, way overkill.  You don't need any of that to make games on your own.

5. Just work on simple games first.  Try different game engines, different languages, until you find what works best for you.  Then pursue your game idea.  You need a lot of experience before even thinking of making the game you really want.

If you want to make games yourself, this is the most important advice.  The thing is, when you are first starting out, you are going to make a lot of mistakes.  You'll pick tools that frustrate you, design things poorly, and take a long time to accomplish simple tasks.  It's best to get these mistakes over with on small projects that you can finish quickly, rather than letting them pile up on a huge project that becomes more and more difficult to complete.  Then when you do decide you're ready to make something bigger, you'll have a lot of knowledge you can apply that will make it a lot easier.  Scoping and finishing projects is also a skill in itself, and it pays to practice it on small projects first.

Jams are a good way to practice your skills, since the short time frame pushes you to work small and prioritize completion, but I don't recommend trying one until you have at least some familiarity with making games.  Jumping into a timed project while still trying to learn the bare basics will probably just stress you out.  Take some time to play around, do some tutorials, and figure out what you like doing and what tools you like working with.