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> <channel><title>Comments on: Typical game dev teams</title> <atom:link href="http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Jeff Freeman &#187; My spidey sense was tingling</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-134772</link> <dc:creator>Jeff Freeman &#187; My spidey sense was tingling</dc:creator> <pubDate>Sun, 02 Mar 2008 12:34:27 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-134772</guid> <description>[...] Jeff Freeman said on November 12th, 2007 at 10:22 pm:  Morgan, for a company that’s essentially making tools for game designers, that chart is remarkably designer-lite. [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Jeff Freeman said on November 12th, 2007 at 10:22 pm:  Morgan, for a company that’s essentially making tools for game designers, that chart is remarkably designer-lite. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Casually Hardcore devlog &#187; Am I am Art Director? Producer? Lead developer?</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-131642</link> <dc:creator>Casually Hardcore devlog &#187; Am I am Art Director? Producer? Lead developer?</dc:creator> <pubDate>Fri, 28 Dec 2007 06:02:24 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-131642</guid> <description>[...] reference, here is Raph Koster&#8217;s llst of typical game development roles which I think is fantastic. You can see how teams of 50-100 people aren&#8217;t unreasonable in [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] reference, here is Raph Koster&#8217;s llst of typical game development roles which I think is fantastic. You can see how teams of 50-100 people aren&#8217;t unreasonable in [...]</p></div> ]]></content:encoded> </item> <item><title>By: Morgan Ramsay</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129715</link> <dc:creator>Morgan Ramsay</dc:creator> <pubDate>Wed, 14 Nov 2007 10:43:26 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129715</guid> <description>&lt;blockquote&gt;So it is gonna be Second Life 2? :P&lt;/blockquote&gt;
Every time I see Second Life, I see Adobe Atmosphere. Second Life doesn&#039;t have a leg to stand on when propped up side-by-side with Metaplace. SL is going down!</description> <content:encoded><![CDATA[<blockquote><p>So it is gonna be Second Life 2? <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /></p></blockquote><p>Every time I see Second Life, I see Adobe Atmosphere. Second Life doesn&#8217;t have a leg to stand on when propped up side-by-side with Metaplace. SL is going down!</p> ]]></content:encoded> </item> <item><title>By: Jeff Freeman</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129714</link> <dc:creator>Jeff Freeman</dc:creator> <pubDate>Wed, 14 Nov 2007 08:08:19 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129714</guid> <description>Oh, I wasn&#039;t questioning the qualifications of those who were on the chart. I&#039;ve even worked with Raph and John.
It&#039;s just that programmers typically make programmer-tools that designers &lt;em&gt;can&lt;/em&gt; use, rather than designer-tools that can eventually be cooked enough for &lt;em&gt;anyone&lt;/em&gt; to use.
That&#039;s if the programmers have design backgrounds... otherwise without a designer at their elbow to explain just how horribly misused their tools can be... &lt;em&gt;yech&lt;/em&gt;.
As I expect the target user is not a professional game designer, but more of the &quot;anyone&quot; sort - well like I said, it left me &lt;em&gt;curious&lt;/em&gt;.
Hiring atypical programmers is one solution (which I think you are suggesting is the case), but Raph also has a real knack for utilizing online communities as part of the development process.
Or there might be some wacky plan to field-test it via a contest in which the viewers decide who goes home, and who moves on to the finals and a chance to win a job in game development and a date with Raph Koster. &lt;em&gt;Who Wants to be a Game Designer?&lt;/em&gt;
So... those would be more interesting.
&lt;blockquote&gt;I wouldn’t be surprised if Metaplace changes how we use and think of the Web altogether.&lt;/blockquote&gt;
So it &lt;em&gt;is&lt;/em&gt; gonna be Second Life 2?  :P</description> <content:encoded><![CDATA[<p>Oh, I wasn&#8217;t questioning the qualifications of those who were on the chart. I&#8217;ve even worked with Raph and John.</p><p>It&#8217;s just that programmers typically make programmer-tools that designers <em>can</em> use, rather than designer-tools that can eventually be cooked enough for <em>anyone</em> to use.</p><p>That&#8217;s if the programmers have design backgrounds&#8230; otherwise without a designer at their elbow to explain just how horribly misused their tools can be&#8230; <em>yech</em>.</p><p>As I expect the target user is not a professional game designer, but more of the &#8220;anyone&#8221; sort &#8211; well like I said, it left me <em>curious</em>.</p><p>Hiring atypical programmers is one solution (which I think you are suggesting is the case), but Raph also has a real knack for utilizing online communities as part of the development process.</p><p>Or there might be some wacky plan to field-test it via a contest in which the viewers decide who goes home, and who moves on to the finals and a chance to win a job in game development and a date with Raph Koster. <em>Who Wants to be a Game Designer?</em></p><p>So&#8230; those would be more interesting.</p><blockquote><p>I wouldn’t be surprised if Metaplace changes how we use and think of the Web altogether.</p></blockquote><p>So it <em>is</em> gonna be Second Life 2? <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Morgan Ramsay</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129696</link> <dc:creator>Morgan Ramsay</dc:creator> <pubDate>Tue, 13 Nov 2007 08:55:33 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129696</guid> <description>&lt;blockquote&gt;Morgan, for a company that’s essentially making tools for game designers, that chart is remarkably designer-lite.&lt;/blockquote&gt;
Well, you have to take into account the experience of the team members and the fact that in small firms everyone wears many hats. Raph has a design background. So does John, Thor, and Chapman. Thor also wrote two books on online games development.
If you discount the advisors and investors, and business development, there are around eight direct contributors to Metaplace of which about half are designers or implementors with design backgrounds. In my opinion, that would make Areae quite designer-heavy.
Plus, I think&#8212;and I&#039;m only guessing&#8212;that most of the design work is already done and what&#039;s left is implementation and testing. I saw an early, early version of Metaplace way back in December &#039;06 and Raph had already made a virtual world.
I wasn&#039;t impressed with the tools as much as I was with the product&#039;s application. I wouldn&#039;t be surprised if Metaplace changes how we use and think of the Web altogether. There&#039;s more to the platform than what&#039;s been said, and I say that because I don&#039;t feel like the announcement and articles really capture the scope of Metaplace as thoroughly as did the diagram that was on Raph&#039;s whiteboard.</description> <content:encoded><![CDATA[<blockquote><p>Morgan, for a company that’s essentially making tools for game designers, that chart is remarkably designer-lite.</p></blockquote><p>Well, you have to take into account the experience of the team members and the fact that in small firms everyone wears many hats. Raph has a design background. So does John, Thor, and Chapman. Thor also wrote two books on online games development.</p><p>If you discount the advisors and investors, and business development, there are around eight direct contributors to Metaplace of which about half are designers or implementors with design backgrounds. In my opinion, that would make Areae quite designer-heavy.</p><p>Plus, I think&mdash;and I&#8217;m only guessing&mdash;that most of the design work is already done and what&#8217;s left is implementation and testing. I saw an early, early version of Metaplace way back in December &#8217;06 and Raph had already made a virtual world.</p><p>I wasn&#8217;t impressed with the tools as much as I was with the product&#8217;s application. I wouldn&#8217;t be surprised if Metaplace changes how we use and think of the Web altogether. There&#8217;s more to the platform than what&#8217;s been said, and I say that because I don&#8217;t feel like the announcement and articles really capture the scope of Metaplace as thoroughly as did the diagram that was on Raph&#8217;s whiteboard.</p> ]]></content:encoded> </item> <item><title>By: Jeff Freeman</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129693</link> <dc:creator>Jeff Freeman</dc:creator> <pubDate>Tue, 13 Nov 2007 06:22:35 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129693</guid> <description>Thanks for the replies... interesting stuff.
Morgan, for a company that&#039;s essentially making tools for game designers, that chart is remarkably designer-lite.
Not suggesting that&#039;s any sort of unintentional oversight... but it does make me curious about the alternative... intentions. :)</description> <content:encoded><![CDATA[<p>Thanks for the replies&#8230; interesting stuff.</p><p>Morgan, for a company that&#8217;s essentially making tools for game designers, that chart is remarkably designer-lite.</p><p>Not suggesting that&#8217;s any sort of unintentional oversight&#8230; but it does make me curious about the alternative&#8230; intentions. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Morgan Ramsay</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129599</link> <dc:creator>Morgan Ramsay</dc:creator> <pubDate>Thu, 08 Nov 2007 06:29:34 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129599</guid> <description>By the way, I created a &lt;a href=&quot;http://www.cogmap.com/chart.php?id=3556&quot; rel=&quot;nofollow&quot;&gt;cogmap&lt;/a&gt; (i.e., org chart) for Areae that&#039;s probably not totally accurate. I bet, however, non-neighbors and casual followers of Areae and Metaplace will find some names attached to the company and project of which they were unaware.</description> <content:encoded><![CDATA[<p>By the way, I created a <a
href="http://www.cogmap.com/chart.php?id=3556" rel="nofollow">cogmap</a> (i.e., org chart) for Areae that&#8217;s probably not totally accurate. I bet, however, non-neighbors and casual followers of Areae and Metaplace will find some names attached to the company and project of which they were unaware.</p> ]]></content:encoded> </item> <item><title>By: Len Bullard</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129590</link> <dc:creator>Len Bullard</dc:creator> <pubDate>Wed, 07 Nov 2007 14:16:24 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129590</guid> <description>I wouldn&#039;t discount it either, Moo.  Although, as the tools improved and got cheaper in music, the ability to produce a good piece by a small group improved.  IOW, good talent does good work and good tools take the place of the support crew.  The follow-on though is that this isn&#039;t equally distributed.   A good hand on the axe is not the same as good ears in the remix and so on.  On the other other hand, who would have believed transistor radios would be more popular than good stereo systems in earlier decades or that people would accept the awful sound of mp3s?
Compromises in multiple dimensions lead to proliferation.  It&#039;s a function of demand over talent and distribution.   IMO, the 3D on Google Earth and MS Virtual Earth is terrible but artists with a decent hand at using their editors can make a goodly shekel cold calling businesses and offering to take them out of flatland.  As those addresses in the map become the gateways to much better standalone interiors, the follow on market expands.  Now the competition for the talent expands as well although prices will fall.
The expanding talent pool will gut the game market pricing.  The rest follows naturally.   The profit basis has to shift to longer terms.  This is what happened in music.   The initial burst (a two or three year cycle based on the hits) is followed in the next rehosting cycle when the same content can be resold because it is in a new format or medium.  Movie producers screwed up by destroying aging stock prior to Ted Turner creating a new market for old footage given a new means of distribution (cable) and a new audience (college kids up at night after 11 high and hungry and chatty).  Similar things happened in the music business.  The digital content for single proprietary engines will suffer the same losses.  Caveat vendor.</description> <content:encoded><![CDATA[<p>I wouldn&#8217;t discount it either, Moo.  Although, as the tools improved and got cheaper in music, the ability to produce a good piece by a small group improved.  IOW, good talent does good work and good tools take the place of the support crew.  The follow-on though is that this isn&#8217;t equally distributed.   A good hand on the axe is not the same as good ears in the remix and so on.  On the other other hand, who would have believed transistor radios would be more popular than good stereo systems in earlier decades or that people would accept the awful sound of mp3s?</p><p>Compromises in multiple dimensions lead to proliferation.  It&#8217;s a function of demand over talent and distribution.   IMO, the 3D on Google Earth and MS Virtual Earth is terrible but artists with a decent hand at using their editors can make a goodly shekel cold calling businesses and offering to take them out of flatland.  As those addresses in the map become the gateways to much better standalone interiors, the follow on market expands.  Now the competition for the talent expands as well although prices will fall.</p><p>The expanding talent pool will gut the game market pricing.  The rest follows naturally.   The profit basis has to shift to longer terms.  This is what happened in music.   The initial burst (a two or three year cycle based on the hits) is followed in the next rehosting cycle when the same content can be resold because it is in a new format or medium.  Movie producers screwed up by destroying aging stock prior to Ted Turner creating a new market for old footage given a new means of distribution (cable) and a new audience (college kids up at night after 11 high and hungry and chatty).  Similar things happened in the music business.  The digital content for single proprietary engines will suffer the same losses.  Caveat vendor.</p> ]]></content:encoded> </item> <item><title>By: Sean Bulger</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129589</link> <dc:creator>Sean Bulger</dc:creator> <pubDate>Wed, 07 Nov 2007 13:46:33 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129589</guid> <description>Spiffy. This is a fantastic post. I&#039;ve seen a lot of those titles thrown around before and I&#039;ve looked up enough companies to get at least a jist of how one is setup, but this actually clears up a few things. I think I&#039;ll pass this around to a few people too...</description> <content:encoded><![CDATA[<p>Spiffy. This is a fantastic post. I&#8217;ve seen a lot of those titles thrown around before and I&#8217;ve looked up enough companies to get at least a jist of how one is setup, but this actually clears up a few things. I think I&#8217;ll pass this around to a few people too&#8230;</p> ]]></content:encoded> </item> <item><title>By: Christopher Weeks</title><link>http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/comment-page-1/#comment-129579</link> <dc:creator>Christopher Weeks</dc:creator> <pubDate>Tue, 06 Nov 2007 16:12:32 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/typical-game-dev-teams/#comment-129579</guid> <description>I guess I&#039;ll pony up for Jeff@7 too.  I write small server, desktop and web applications in .NET (yeah, yeah, there&#039;s a niche for everything :) The orgs where I&#039;ve worked look like:
Fortune 100:
big department (associate director) &gt; lone, secret RAD developer to address urgent needs without the mountains of planning and budgetting needed to get a project going.  The org in that case was largely just a cloud of folks that I met with but had no clear relation to me other than sharing office space and management.  There were whole huge DBA and networking departments that supported my rogue operations but were &quot;out of sight&quot; from my org-chart perspective.
Retail chain with ~500 employees:
President/CEO &gt; CIO &gt; four developers with various strengths leveraged ad hoc to conquor whatever problems and meet whatever needs arise.  At that same bottom rung are the two-person helpdesk, one business analyst, the one-man network/desktop support guy and a contract DBA firm.
Small service bureau with ~150 employees:
President &gt; Director if IT &gt; five developers, some of whom are senior and act as mentors to others.  At that same bottom run are three network/desktop support guys.
I have this idea that &quot;real&quot; software developers have all these fix roles: UI, business object, data access, DBA, analyst, project manager, etc.  But across several jobs and over abous six years in development, I&#039;ve never worked somewhere like that.  The team has always been pretty informal in sharing strengths and knowledge.  I wonder if that perceived ideal is the &quot;right&quot; way to do it but it&#039;s acutally kind of rare, or if I&#039;m just working with small-sample statistics.</description> <content:encoded><![CDATA[<p>I guess I&#8217;ll pony up for Jeff@7 too.  I write small server, desktop and web applications in .NET (yeah, yeah, there&#8217;s a niche for everything <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> The orgs where I&#8217;ve worked look like:</p><p>Fortune 100:<br
/> big department (associate director) &gt; lone, secret RAD developer to address urgent needs without the mountains of planning and budgetting needed to get a project going.  The org in that case was largely just a cloud of folks that I met with but had no clear relation to me other than sharing office space and management.  There were whole huge DBA and networking departments that supported my rogue operations but were &#8220;out of sight&#8221; from my org-chart perspective.</p><p>Retail chain with ~500 employees:<br
/> President/CEO &gt; CIO &gt; four developers with various strengths leveraged ad hoc to conquor whatever problems and meet whatever needs arise.  At that same bottom rung are the two-person helpdesk, one business analyst, the one-man network/desktop support guy and a contract DBA firm.</p><p>Small service bureau with ~150 employees:<br
/> President &gt; Director if IT &gt; five developers, some of whom are senior and act as mentors to others.  At that same bottom run are three network/desktop support guys.</p><p>I have this idea that &#8220;real&#8221; software developers have all these fix roles: UI, business object, data access, DBA, analyst, project manager, etc.  But across several jobs and over abous six years in development, I&#8217;ve never worked somewhere like that.  The team has always been pretty informal in sharing strengths and knowledge.  I wonder if that perceived ideal is the &#8220;right&#8221; way to do it but it&#8217;s acutally kind of rare, or if I&#8217;m just working with small-sample statistics.</p> ]]></content:encoded> </item> </channel> </rss>
