▲ 129 ▼ Rebellion CEO seems kind of awed by major studios making massive videogames: 'How do you organize a game that has 2,000 people working on it?' (www.pcgamer.com) submitted 1 year ago by tonytins@pawb.social to c/games@lemmy.world 22 comments fedilink hide all child comments
[–] Skullgrid@lemmy.world 11 points 1 year ago (2 children) Most of your people will essentially have zero communication with each other does the texture artist really need to communicate with the advertising co-ordinator? permalink fedilink source parent hideshow 4 child comments replies: [–] Cocodapuf@lemmy.world 17 points 1 year ago* But does the texture artist need to talk to the modelers? Of course. Do they need to talk to people in sound design? Maybe. What about game engine and programming? Maybe. What about writers? Maybe. The fact is, you'd probably have a better product at the end of the day if everyone were able to coordinate their efforts. permalink fedilink source parent [–] Jesus_666@lemmy.world 15 points 1 year ago* (last edited 1 year ago) Not everyone needs to talk to everyone. But many people need to talk to many people. Microsoft had to abandon the initial Vista project and start over because they couldn't manage a team of 1000 developers. People working on adjacent features had to go through so many layers of management that in some cases the closest shared manager was Bill Gates. For something like getting a change in the shutdown code reflected in the shutdown dialog. Huge teams become exponentially harder to manage efficiently. permalink fedilink source parent
[–] Cocodapuf@lemmy.world 17 points 1 year ago* But does the texture artist need to talk to the modelers? Of course. Do they need to talk to people in sound design? Maybe. What about game engine and programming? Maybe. What about writers? Maybe. The fact is, you'd probably have a better product at the end of the day if everyone were able to coordinate their efforts. permalink fedilink source parent
[–] Jesus_666@lemmy.world 15 points 1 year ago* (last edited 1 year ago) Not everyone needs to talk to everyone. But many people need to talk to many people. Microsoft had to abandon the initial Vista project and start over because they couldn't manage a team of 1000 developers. People working on adjacent features had to go through so many layers of management that in some cases the closest shared manager was Bill Gates. For something like getting a change in the shutdown code reflected in the shutdown dialog. Huge teams become exponentially harder to manage efficiently. permalink fedilink source parent