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What is your ideal team size?

Discussion in 'General Discussion' started by gdog105, Jun 30, 2015.

  1. gdog105

    gdog105

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    So four people made the forest and four people are working on Pamela pretty amazing. But then I see that 11 people made we happy few and multiple studios made ark survival evolved. These games are fairly similar open world sandbox but show that larger games can be made with a small amount of people. Whats your ideal team size.
     
  2. LaneFox

    LaneFox

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  3. gdog105

    gdog105

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    :)Never underestimate the power of one man
     
  4. Kiwasi

    Kiwasi

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    If it was up too me I'd add an artist and a marketing person (marketer?). So that's at least three. I'd also like a sound engineer, because I hate doing sound. I'm sure I could come up with a few more ideas if I think about it.

    Every job I don't farm out is one I would have to do myself. And that would end up with a lot of time spent on not making games.
     
  5. BrandyStarbrite

    BrandyStarbrite

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    Just one=Me! :D

    Note: But a Team of 4, is good enough for me! :D
     
  6. gdog105

    gdog105

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    Four seems like the magic number.
     
  7. Samuel411

    Samuel411

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    I'm fine with 1 (myself) but... I would also be fine having an artist and an musician though ;). For me 3 would be ideal for a project.
     
    Last edited: Jun 30, 2015
  8. N1warhead

    N1warhead

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    I hate teams, it starts getting complicated when they know what they want and you don't get it.
    So I'm a one person kinda guy, I know what I want, I make what I want, and idc how anyone else likes it, my game, my story, don't like it, oh well lol.
     
  9. Yash987654321

    Yash987654321

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    WHOLE WORLD WORKING FOR ME!
     
  10. GarBenjamin

    GarBenjamin

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    Ideally 2 to 3 people total. Presentation is important. That may sound odd coming from me. It's true though. I probably like nice artwork and sounds and such as much as anyone else. I just don't like it when that seems to be the focus of the "game". So... one highly skilled artist and possibly one other person to handle sounds, music, ambient atmospheric stuff.

    The trick is in finding the right people to work with or you end up with the problems @N1warhead describes. I have tried multiple times over the years to form a team and people are very excited in the beginning. Once they realize it is not all fun and games and requires work and is often quite tedious most people just sort of fade away and drop out. Making games is a lot of fun but it also is work and is tedious at times.

    Anyway, I found it is a lot better for me to just hire people to work on art and other things as needed. This way I get what I want and they get paid without being dragged into the boring tedious bits of game dev.
     
    N1warhead likes this.
  11. Tomnnn

    Tomnnn

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    One programmer, one art person, one sound person. That combination worked for me in college.
     
    ZJP and GarBenjamin like this.
  12. Yash987654321

    Yash987654321

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    art can be divided into sub categories. one would not work perfectly ;)
     
  13. GarBenjamin

    GarBenjamin

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    Not sure about @Tomnnn ... for me one highly skilled artist means an artist who can do the job on art side ... period... same as I can do it on the programming side. Sure they may specialize in 2D or 3D and maybe in characters or terrain.... the same as some programmers specialize in event driven programming and others in "realtime" programming and some specialize in utility development or tcp/ip, threading and such... the artist just needs to be able to do all of the art stuff better than I can at my best and I am happy. Even if for no other reason than I don't need to spend time working on that stuff too.
     
  14. Yash987654321

    Yash987654321

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    its true but a pixel artist may not be able to do vector graphics and a modeler may not handle textures. But in small projects one artist may do especially in 2D
    :)
     
  15. Aiursrage2k

    Aiursrage2k

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    One man with a budget who can just pay the artists to do it. Which is kind of why im bummed out about the asset store flippers. It almost made it a viable solution
     
  16. GarBenjamin

    GarBenjamin

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    Just hire an artist. There are many MANY great artists out there who like making money for their skills. Just have to weed out the ones who charge crazy high prices. Fortunately there are so many available you can probably find one who will create a near AAA model for you for $25 or so.
     
  17. Tomnnn

    Tomnnn

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    @Yash987654321 @GarBenjamin I can assure you that the individual I worked with was skilled in all forms of art. 2D, 3D, texturing, rigging, etc. Can use blender or overpriced COTS.
     
    Yash987654321 and GarBenjamin like this.
  18. GarBenjamin

    GarBenjamin

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    That is what I've seen too. I don't know where all of these artists have come from! For decades I tried to find them and they were hard to find. Now there seem to be thousands maybe millions of them. lol And I think it is awesome!
     
  19. Tomnnn

    Tomnnn

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    I'll see if I can get a render from something he's working on to post here. It's crazy how much my sound and art person grew during the course of our independent study.
     
    GarBenjamin likes this.
  20. Meltdown

    Meltdown

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    I think 9 is a good number for your immediate team.

    For a good game company size i.e multiple teams, the sweet spot is 30-35 people (According to Blizzard co-founder Dave Brevik)

    But for a full on indie, 2 or 3 is probably best. One programmer, one artist, and one sound dude, and maybe a marketing/business dude.
     
    landon912 likes this.
  21. zombiegorilla

    zombiegorilla

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    A least 5 more than we currently have. ;)
     
    randomperson42 likes this.
  22. Haseeb_BSAA

    Haseeb_BSAA

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    I like to work alone. It gives me a good environment to learn as much as possible.
     
  23. ostrich160

    ostrich160

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    One
    *the count laughs*
    Still One
    *the count laughs*
     
  24. hippocoder

    hippocoder

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    2 - me and my bro. With an army of hard working people who want to contribute :)
     
  25. Deleted User

    Deleted User

    Guest

    Whatever it takes to get the job done :)..
     
  26. Kiwasi

    Kiwasi

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    I'd come work for you.
     
  27. darkhog

    darkhog

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    One man army. I can do both modelling and textures, though I may need someone to make music as I suck at it.
     
  28. Tomnnn

    Tomnnn

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    Just scream at a microphone, then autotune it. Then fart in the microphone, then autotune it. Then vocode both together with a speech from a foreign president. You'll definitely end up with a sick track!
     
  29. darkhog

    darkhog

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    Yeah, sick as in "it makes me so sick that I want to puke" ;). To get an idea how bad my music is, check out this channel I put all my original tunes on. No, I haven't got any better since then.
     
  30. Tomnnn

    Tomnnn

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    You'd be surprised. Not that I've done any of that, but I've done similar. Autotune on human voices is wasted potential by itself :)

    I must say, that was an awkward listen. Were the occasional blanks the software's fault? Haha the account name is great. Seems you were quite ambitious at the time to get better :p
     
  31. Deleted User

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    @Tomnnn

    I see you've replaced your game making time with something more productive :p..
     
  32. ZJP

    ZJP

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    2-3. One coder, one artist, one artistic coder. :D
     
  33. gdog105

    gdog105

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    I just want to work at bestheda I wonder how many people work on fallout?
     
  34. Tomnnn

    Tomnnn

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    I'll comment about what I'm doing with my time when the time is appropriate. The announcement will be sometime next week. I don't know on which forum it will pop up in, but I'll be sure to @ you so you don't miss out.
     
    Deleted User likes this.
  35. darkhog

    darkhog

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    @ me as well.
     
  36. snacktime

    snacktime

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    Under 10. There is a good amount of research showing that when you go above 8-10 productivity drops substantially. And my own experience is in line with this.

    Last studio I worked for we started with 4, and produced like crazy until we got over 10 people, then it started to drop quite a bit. More meetings, more opinions and more differences to resolve. Once we added our first official management layer productivity dropped like a rock. It's a necessary evil at some point, but stay small as long as you can.
     
  37. Tomnnn

    Tomnnn

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    Haha sure.

    A very important point to mention. In school, when we started pushing several people onto the same task or tried to use a project management software to delegate work... nothing got done. Someone starts a system, I improve on it, they remove my changes partially, I make 1 more pass at fixing them, the final build overwrites most changes and then nothing works.

    I ended up writing a component that, when certain conditions happened, disabled their component and ran code from mine :3 That's how you teamwork! lol
     
    GarBenjamin likes this.
  38. GarBenjamin

    GarBenjamin

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    Meetings are such a waste of time. I stopped going to most meetings about 10 years ago. Sit and hash ideas back and forth accomplishing nothing. In the time of an hour meeting I was completing new enhancements or squashing several bugs. I just asked for the meeting summary email to be sent to me too so I stayed in the loop and could check out anything meaningful and weigh-in on it. So much more efficient than gathering 10 to 15 people in a room. Sometimes I think people love meetings just to drink coffee, eat donuts and joke around.
     
  39. Tomnnn

    Tomnnn

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    They should add joke around and eat donuts to the schedule so at least they can pretend those meetings actually accomplish something.