Hi
Once core code is established which most experienced programmers carry with
them from project to project, only 1-2 game programmers should be required.
I
seriously suggest that anyone that has not established a core code base
should
do so before anything else, and if a programmer does not already have a code
base then he probably isn't worth hiring.
I guess that the theory that Shawn presents may hold true for projects that
are
completely written from scratch, with no code base available.
One more thing, the number of artists on a project should definitely
outweigh
the number of programmers (Around 2 to 5 dependant upon graphical
intensity and complexity of course) since the major part of a game is
graphical
nowadays :)
Mat
----- Original Message -----
From: Shawn Freeman <sfreeman@...>
To: <gbadev@egroups.com>
Sent: Tuesday, January 09, 2001 4:06 PM
Subject: Re: [gbadev] Size (and structure) of GBA teams
> Hi Eric,
>
> > Additionally, I was hoping that you all would give me your insights
> > as to the average size and makeup of a GBA development team. I
> > imagine this will change from title to title, so if I could get
> > several opinions, that would be a HUGE help.
>
> I'm currently lead on a couple of projects, and in my opinion you need at
> least two core programmers and a third game programmer, and preferably two
> artist who are familiar with the CGB/SNES type game art.
>
> Just Me,
> *SF
>
> >
> > Thanks in advance (no pun intended).
>
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>