Hi Eric
Being a programmer for 20 years I have built a huge code base, which is
very re-useable. C is C on any platform. Although some of the code will
need to be hand optimised to suit a particular system it takes a lot less
time
to do this than completely re-invent the wheel. As far as writing code that
is processor specific (ARM32 or ARM16 in the case of the AGB) it
would only be necessary for less than 1% of the total project code to
written in native assembler language to keep the overall game frame rate
nominal
A lot of games rely mainly on their graphical content rather than gameplay.
(Does not apply to all games) This leads to better drawn / rendered
graphics and much more of it. FMV is also very common in games
nowadays which requires a lot of expertise and time. These factors and the
need to design maps / game worlds using custom map / world creation
editors it adds up to a lot of creative talent required. Another factor that
tends
to increase team sizes in larger companies is the fact that trainee's are
added
to the team in order to help train them up.
We have however forgot another important part of game production which
is testing. Lets not forget them poor test guys who get paid to play games
all day and annoy the hell out of programmers with minor inconsistencies :)
Incidentally all team members double up as testers towards the end of a
project. I'm all for cutting budgets :)
Are you really the founder of those sites, if so thanks they are quite
good.
Hope you get the producer position you are after. However you must be
warned that producers are normally well hated by all other staff other than
the directors of course :)
Regards
Mat
----- Original Message -----
From: Eric Marcoullier <eric@...>
To: <gbadev@egroups.com>
Sent: Tuesday, January 09, 2001 8:09 PM
Subject: Re: [gbadev] Size (and structure) of GBA teams
> >do so before anything else, and if a programmer does not already have a
code
> >base then he probably isn't worth hiring.
>
>
> >One more thing, the number of artists on a project should definitely
> >outweigh the number of programmers (Around 2 to 5 dependant upon
graphical
>
> Do both of these statements apply to GBA? I don't know how many
> programmers are going to already have a code base for the system.
>
> Additionally, five artists for a handheld game, no matter how pretty,
> sounds like a lot.
>
> Can you clarify?
>
> Thanks!
> Eric
> --
> ---------------------------------------------------
> Eric Marcoullier -- eric@...
> http://www.marcoullier.com -- 781.354.4433
>
> Founder and Product Manager of the Following Sites:
> IGN, Next Gen Online, Game Players Online, BuzzSite
>
> Currently trying to secure a Game Producer position
> ---------------------------------------------------
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