Big Team, Short Time or Small Team, Long Time
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Posted 24 March 2000 - 10:34 PM
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Posted 24 March 2000 - 11:10 PM
the different pipelines for AI, Art, Research, Engine development. Buy some project management software or take a course. It''s more important that you have that organization. Then you''ll have your answer as to how many people you''ll need and the time frame.
A 2D RPG with skills, weapons, and adventure.
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Posted 26 March 2000 - 09:29 PM
Personally, I''d say hire as few people as possible to get
your game done. More does not always mean better.
Posted 27 March 2000 - 03:25 AM
With 4 people there''s no such thing as a lead artist or lead programmer, with ten or more people there''s a necessity for such things because they abstract the interaction to a higher level. Yes, it means more bureaucracy but that''s a price you have to pay.
The reason you have to pay this price is because you don''t want to suffer burn out of the core members of you team. This is something that is very likely to happen over a 3 - 4 year project.
It happens on 18 month projects, so pushing how far you can push your team is a very bad idea.
As long as you can modularize the areas of the game so that there is as little need for interaction as possible larger teams make more sense.
And, besides, any game you spend 4 years making will have sections behind the times before you even release it.
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Posted 31 March 2000 - 12:36 AM
Also, your time line seems a bunch off for the people to time system. There are a ton of business books on this explaining that people dont just get work done in a linear manner. The more you add, the more communication problems there are, the more beauracracy you HAVE to add to get them all on the same page, the less work you can actually do.
You may run faster lean and mean (to final product). You should also probably evaluate that 3 year term. Very few games take that long to make, and the ones that do are almost always RPG''s and RPGs are very hit and miss. I guess if you have the funding it doesnt matter, but its a risky proposition.
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Posted 31 March 2000 - 07:09 AM
My basic approach is:
1. Create the game concept. Usually this comes from myself or a partner.
2. Create the game design. Whoever the "game designer" is for this project gets most of this work. It''s a lot of writing, but worth it. This would include some research into existing technologies so you know what is readily available and what is "product development research".
3. Based on the game design, you now have a good idea of the effort required to complete the game. This is the beginning of project management. You figure out how many programmers, artists, level designers, et al, you need. You estimate how long you need each one for, and identify the "core" team members. The core team are the ones you have to have available for the entire project. Ideally, this would be the game designer, the producer/project manager, lead programmer, and lead artist (Ok, and maybe lead sound guy). These are the people you find as soon as possible, the rest you can locate later.
I''ve never officially gone finance-hunting, but if I were going to do it, I wouldn''t bother until I had my core team at least mostly assembled. All the other team members can wait until the funding arrives.
This isn''t meant to be a dissertation of the Right Way , just a quick look at how I would handle it. Hope it''s helpful.