I think one of the pile of meaning associated with indie is "small-scale". Where a small number of people work on one game (because they can't do more) and have multiple hats (because, again, no choice) which, when it works (which is not often) gives very tight, focused games
-
-
Vastauksena käyttäjälle @o_galibert
"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.
2 vastausta 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjälle @TheMogMiner
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
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjälle @o_galibert
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.
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjille @TheMogMiner ja @o_galibert
One of our graphics coders also wrote our input system and our localization system. One of our original UI coders now works on a feature team. One of our engine coders has pulled double-duty on gameplay mechanics. I started out as a gameplay programmer and moved into UI.
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjälle @TheMogMiner
Sure, but you all switch between things you're good at. Small-scale means people also have to do the things they're bad at (that including marketing more often than not)
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjälle @o_galibert
Not really. We have enough support staff to handle the support roles outside of active development, but beyond that we've all had to wear multiple hats. Even on areas of coding, or art, that we aren't necessarily good at.
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjälle @TheMogMiner
Interesting, I'd have thought that 60 was enough to avoid that.
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjälle @o_galibert
60-65 includes the company co-founders, office manager, receptionist/event-planner, in-house QA, production staff, and audio staff. The number of people actively doing code, art, or design is significantly less.
1 vastaus 0 uudelleentwiittausta 0 tykkäystä -
Vastauksena käyttäjille @TheMogMiner ja @o_galibert
Also, this is not what you said in the Shoutbox though, your statement outright was that we're "not an indie [developer]". I will absolutely agree that the company has expanded beyond the small, passion-driven group that people tend to think of when they think "indie".
2 vastausta 0 uudelleentwiittausta 0 tykkäystä
The core of my disagreement here is that at the end of the day, "indie" is meaningless without the context of what is experienced by a team member. It's an attitude towards development, not a property of the company itself.
-
-
Vastauksena käyttäjälle @TheMogMiner
That I agree with. It's I guess the extreme conservativeness that people associate to non-indie.
0 vastausta 0 uudelleentwiittausta 1 tykkäysKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
-
Lataaminen näyttää kestävän hetken.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.