Search the web
Sign In
New User? Sign Up
gbadev
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Want to share photos of your group with the world? Add a group photo to Flickr.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
Size (and structure) of GBA teams   Message List  
Reply | Forward Message #1149 of 15019 |
Re: [gbadev] Size (and structure) of GBA teams

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
> ---------------------------------------------------
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>




Tue Jan 9, 2001 5:52 pm

matth@...
Send Email Send Email

Forward
Message #1149 of 15019 |
Expand Messages Author Sort by Date

I'm doing some research regarding GBA development and while I've seen a lot of documentation online for programming, I've found precious little about the meat...
Eric Marcoullier
eric@...
Send Email
Jan 8, 2001
9:58 pm

I know a certain tinpot company in the uk who has a one man 'team'. just because they are greedy bastards. ... From: Eric Marcoullier <eric@...> ...
Craig
craig@...
Send Email
Jan 8, 2001
10:05 pm

... Then this certain tinpot company won't have a very successful agb industry. ... Just Me, *SF...
Shawn Freeman
sfreeman@...
Send Email
Jan 9, 2001
4:03 pm

There is still room, especially on consoles, for one/two man operations. This list is turning into a load of 'c' programmers trying to boast how good their...
Anthony Ball
anthony@...
Send Email
Jan 9, 2001
6:40 pm

Hi Eric, ... 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...
Shawn Freeman
sfreeman@...
Send Email
Jan 9, 2001
4:12 pm

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 ...
Mat
matth@...
Send Email
Jan 9, 2001
4:56 pm

... 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...
Eric Marcoullier
eric@...
Send Email
Jan 9, 2001
5:10 pm

Mat: How many people would have an AGB codebase already finished before being hired to develop on AGB? Doesn't seem to make much sense... ... From: Mat...
Lon Lundgren
llundgren@...
Send Email
Jan 9, 2001
6:44 pm

Yo, ... that ... Yup. However, sometimes you need to rewrite a code base for extra speed (i.e assembler). I don't have any arm code libs lying around here ;). ...
Shawn Freeman
sfreeman@...
Send Email
Jan 9, 2001
5:04 pm

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...
Mat
matth@...
Send Email
Jan 9, 2001
6:00 pm

... Thank you, Mat, and everyone else, for all this great info. I am currently speaking with a programmer about developing a GBA title (we already have...
Eric Marcoullier
eric@...
Send Email
Jan 9, 2001
6:35 pm

$400K is a tiny budget for a team. It's when you start getting towards millions of dollars then you have to worry. Martin. ... From: Eric Marcoullier...
Martin Piper
martinp@...
Send Email
Jan 9, 2001
6:43 pm

... I'm also in the process of testing the waters on doing some professional GBA development... I've had some email interviews with several well-established ...
Carl Forhan
forhan@...
Send Email
Jan 9, 2001
7:02 pm

In the uk its over 100k (pounds) for a conversion, and bear in mind thats for the one man team farce. bastards. not the first time either. They must be raking...
Craig
craig@...
Send Email
Jan 9, 2001
7:32 pm

Hi Eric The $400K you speak of is rather small in comparison to the money the game will make the publishers. Publishers will shell out more if they think they ...
Mat
matth@...
Send Email
Jan 10, 2001
3:54 am

Hi Anthony ... I agree, there are some very talented people out there. ... good ... your ... Building a code base is the only way to stop yourself going stir...
Mat
matth@...
Send Email
Jan 10, 2001
3:54 am

Hi Lon Luckily I was in the middle of converting a lot of my 3D code base over to Psion (ARM CPU), which because I had written the code in a platform ...
Mat
matth@...
Send Email
Jan 10, 2001
3:54 am

I run a small team that develops gameboy color games and am looking forward to hopefully getting a chance to work on AGB games in the near future. If any...
Russ Kumro
skyrank@...
Send Email
Jan 10, 2001
5:48 am
Advanced

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help