How many team members?
by Mark Barner · in General Discussion · 07/03/2005 (7:15 am) · 32 replies
Just a poll to see what the average size of teams making games with TGE. One...two...or more people working on your game?
Our team is two. Both beginners.
Our team is two. Both beginners.
#2
07/03/2005 (9:18 am)
1 1/2 , the halfguy is lazy :)
#3
07/03/2005 (9:23 am)
Depends on how big the project is...right now I'm working with a team of just me and a friend online. My other project however, is much more complex and I'm working with a team of 6+ people.
#4
Did I mention I'm here?
Gee, I guess my scope is too big to be realistic for most to be willing to work beside someone who is eager to learn.
Granted there's the possibility of working with a few intellectuals, and I've done my share of team/project jumping, but for now it's a lonely one.
'One is the loneliest number...'
- Ronixus
07/03/2005 (12:13 pm)
I'm here, and then there's, uh...Did I mention I'm here?
Gee, I guess my scope is too big to be realistic for most to be willing to work beside someone who is eager to learn.
Granted there's the possibility of working with a few intellectuals, and I've done my share of team/project jumping, but for now it's a lonely one.
'One is the loneliest number...'
- Ronixus
#5
07/03/2005 (12:20 pm)
11. I'm okay with it, maybe a bit too large for good structure and coordination online, but works.
#6
Void War was mainly me, but I couldn't have done it (at least not nearly as well) without the contributions of a number of people. They put a lot of time and effort into game as well, so I don't want to give them "half credit" or anything like that. Maybe they weren't as insane as me, but I think they were more talented than me. So it was kinda like me plus six independent contractors.
I actually think that's not a bad way to approach it, really. Take a very small "core" team (one to four guys) who are responsible for the final product, and then outsource other bits of it to other, trusted parties. Said third parties may be involved in a product of their own, and may outsource BACK to the people they were contracting with, to form a reciprocal relationship. No money needs to change hands - we just trade expertise, and EVERYONE gets "their" game done.
My current project - hoo boy. Well, once again, it's just me. During the design process I've involved as many people as I could, though I've been mainly bouncing ideas off three people with some expertise in the subject matter. For the development process - I'm gonna be trying to contract out a LOT of stuff, because my artistic / modeling skills won't be up to scratch within the next decade.
07/04/2005 (10:03 am)
I mentioned this in another thread - but here goes.Void War was mainly me, but I couldn't have done it (at least not nearly as well) without the contributions of a number of people. They put a lot of time and effort into game as well, so I don't want to give them "half credit" or anything like that. Maybe they weren't as insane as me, but I think they were more talented than me. So it was kinda like me plus six independent contractors.
I actually think that's not a bad way to approach it, really. Take a very small "core" team (one to four guys) who are responsible for the final product, and then outsource other bits of it to other, trusted parties. Said third parties may be involved in a product of their own, and may outsource BACK to the people they were contracting with, to form a reciprocal relationship. No money needs to change hands - we just trade expertise, and EVERYONE gets "their" game done.
My current project - hoo boy. Well, once again, it's just me. During the design process I've involved as many people as I could, though I've been mainly bouncing ideas off three people with some expertise in the subject matter. For the development process - I'm gonna be trying to contract out a LOT of stuff, because my artistic / modeling skills won't be up to scratch within the next decade.
#7
1 Programmer/ scripter
1 Programmer/ scripter/ artist
+ 1 Artist contractor.
=)
07/04/2005 (10:23 am)
2 + 1:1 Programmer/ scripter
1 Programmer/ scripter/ artist
+ 1 Artist contractor.
=)
#8
The actual number is in question however ... depends if we get that government grant or not.
07/04/2005 (12:51 pm)
Currently ProStud has three people I can verify as people who are in the company capable of development.The actual number is in question however ... depends if we get that government grant or not.
#9
What can I say, like a lot of people I have to have a day job to support my family
07/04/2005 (3:21 pm)
About 1/4 of me :)What can I say, like a lot of people I have to have a day job to support my family
#10
100% of the work we do is through online collaboration, due to a roughly 300 mile barrier (the last time I checked).
Of course, lately, my productivity has been little to none due to drugs known as Guild Wars...
Robert
07/04/2005 (4:27 pm)
About two people in Uber Real Games. Myself and another.100% of the work we do is through online collaboration, due to a roughly 300 mile barrier (the last time I checked).
Of course, lately, my productivity has been little to none due to drugs known as Guild Wars...
Robert
#11
07/04/2005 (5:50 pm)
Just me. I have a few friends who have offered to jump in and help with stuff like models and art, but nothing ever comes from it.
#12
My current projects that I am on have somewhere between 5-8 people, depending on the week and the needs of the project.
07/04/2005 (7:15 pm)
For ThinkTanks, the team was 3 people, although we could not have completed the game without the additional of some others who contributed to key areas (sound being the the #1 that stands out). For ThinkTanks xbox, there was a team of one person that swelled to 2 during the last few months (again, with others coming in at key times)My current projects that I am on have somewhere between 5-8 people, depending on the week and the needs of the project.
#13
1 Programmer - me (with producer responsibilities)
1 Artist (with designer responsibilities)
1 Musician (contracted)
However, I am sure we are going to need additional help with modelling and programming (when we announce it) in order to release it quicker so in the end we are probably going to be 5.
Nick
07/05/2005 (12:39 am)
For our horror/RPG single player game there are:1 Programmer - me (with producer responsibilities)
1 Artist (with designer responsibilities)
1 Musician (contracted)
However, I am sure we are going to need additional help with modelling and programming (when we announce it) in order to release it quicker so in the end we are probably going to be 5.
Nick
#14
5 programmers (all very dedicated)
3 concept artists (2 environmental, 1 character)
1 foley artist / music guy + band
5 devoted modelers (another 5 that come and go)
3 writers
3 mappers
1 me (a little of everything + overall style + business development)
I almost didnt post this so as not to jinx ourselves :)
But hey, Josh Ritter proved you can make an MMO with 3 guys + Torque :)
07/05/2005 (5:41 am)
Hmmm lets see.5 programmers (all very dedicated)
3 concept artists (2 environmental, 1 character)
1 foley artist / music guy + band
5 devoted modelers (another 5 that come and go)
3 writers
3 mappers
1 me (a little of everything + overall style + business development)
I almost didnt post this so as not to jinx ourselves :)
But hey, Josh Ritter proved you can make an MMO with 3 guys + Torque :)
#15
07/05/2005 (5:50 am)
Proved and proved, it's not finished yet. You need alot of content, that's why it's called Massive.
#16
07/05/2005 (6:12 am)
Agreed. But he's done a great job. We're working to do the same.
#17
07/05/2005 (8:27 am)
For Lore Invasion we didnt have a particularily large team I believe the breakdown was something like this (rough approximation since we all wore so many hats during the development):
#18
NOT
Seriously though: I firmly believe in optimizing my time, and like L Foster said, the more developers you have, the more risk. And basically just the more organizational noise there will be. A classic book I have never read "the mythical man-month" by fred brooks gets all into software development and size of teams.
07/05/2005 (10:30 pm)
One - expert coder, artist and musician. rarely sleeps, holds 10th degree karate blackbelt, thinks up game designs in my sleep and while driving. NOT
Seriously though: I firmly believe in optimizing my time, and like L Foster said, the more developers you have, the more risk. And basically just the more organizational noise there will be. A classic book I have never read "the mythical man-month" by fred brooks gets all into software development and size of teams.
#19
1 (Modeler - Beginner) Myself
1 (Game Designer - Beginner) Myself
2 Concept Artists
I am doing most of the work for my game. Basically, I am creating a demo/prototype for my Senior Project. Is this too crazy or should I depend on more help.
07/05/2005 (11:06 pm)
1 (Programmer/Scripter - Beginner) Myself1 (Modeler - Beginner) Myself
1 (Game Designer - Beginner) Myself
2 Concept Artists
I am doing most of the work for my game. Basically, I am creating a demo/prototype for my Senior Project. Is this too crazy or should I depend on more help.
#20
3 Programmers (working on various parts of the game)
4 Concept Artists
1 2D/3D Artist / Animator
1 2D/3D/Interior Artist / Lead Designer
2 Writers (Story, Dialogs, etc)
We still need a few artists and animators so my guess would be to have about 10 people working at the core with additional 5 people adding stuff every now and then in critical parts
07/06/2005 (5:21 am)
Not all of them work all the time... some only add something once every week and some contribute every day3 Programmers (working on various parts of the game)
4 Concept Artists
1 2D/3D Artist / Animator
1 2D/3D/Interior Artist / Lead Designer
2 Writers (Story, Dialogs, etc)
We still need a few artists and animators so my guess would be to have about 10 people working at the core with additional 5 people adding stuff every now and then in critical parts
Torque Owner Robert Buckley