What *is* an "indie" developer? A thread. To me, the term "indie" is one of those intangible things in gaming that has changed over time. I'm not sure if that's necessarily good or bad. But to me, it has always meant "privately owned", compared to a publisher-owned studio.
"Small-scale" in relation to what, exactly? I can't get into the exact specifics of what we're doing where I work - heavens, I wish I could - but from my perspective, we're pulling off a title far beyond what the general gaming public would expect from our studio head-count.
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How is a group of 6 people delivering a title with the sort of player experience that most would expect a publisher-owned studio to need 60 people to deliver any different from 60 people delivering an experience that the public would expect a publisher to need 600 to deliver?
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The public has no clue on how many people are needed to do what, and has no clue on what takes time and what doesn't. I'd put the limits at "everyone does a little of everything because they have no choice", "people can specialize but the group is small enough to communicate",
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From what I understand, your studio has reached a size where people can concentrate on what they do well, because there's other people to do the rest. Small-scale is under that, I think
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In that case, all I can say without breaking NDA is that your understanding is incorrect. As far as programmers, artists, and designers go, there has been an enormous amount of jumping between specialties.
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