Manage virtual dev teams
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Posted 02 January 2000 - 07:25 AM
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Posted 02 January 2000 - 07:47 AM
Second and probably more important than a common place to work online, is the need for communication. As the team leader you must establish the rules and the group atmosphere for communication. Because you are not together physically, more emphasis will be placed upon the email style communication methods. Be sure to get to know eachother very well. This will help prevent any misreads on the email sent to the group. Leave a communication channel wide open to discuss issues as soon as they happen.
Hope this helps.
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Posted 03 January 2000 - 03:23 PM
After defining the communication interface between the client and server, we could do our separate developments without worrying about each other. Of course, sometimes it was one of us waiting for the other to get his piece finished "enough" that we could test against it.
Art and sound/music were also relatively simple since we had only a single artist and single sound technician. And only the client was affected by those (the server doesn''t care about graphics or sound).
Is there a lesson somewhere in this? I hope so... =)
I think it''s important that a project be broken into the most manageable pieces it can be. Also, each piece of the project must be the responsibility of only a single team member. If that piece needs to be changed, then only the responsible team member will make the change. Especially with a remote project, it''s important to minimize the dependencies between team members. It really sucks if Team Member A is stuck for several weeks because Team Member B doesn''t have his part done "enough" to be at least tested against.
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Posted 03 January 2000 - 10:55 PM
For the code this should probably be the lead programmer, as hes supposed to know what everyone is doing, and how it all comes together. This does make more non-coding work for him though, so its best if you streamline the process so he doesnt lose more working time than he has to.
I think another important roll is project lead (not the lead programmer, though on small teams, it may end up being him), who will keep track of what EVERYONE is doing.
IMO, this should probably NOT be the lead programmer, as there is just too much footwork that has to be done to make sure the art and sound and other aspects of the game are coming together, though it probably wont be enough of a job in small teams to be a full time position. So this person cause also be a art/sound tech to help get things into the game, and a level/mission designer as well.
Just some of the things Ive been thinking about regarding this and team management in general recently.
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Posted 04 January 2000 - 02:36 AM
Who knows maybe this will help. Oh and the other nice thing about muds is all it requires is telnet which comes with ever OS known to man.