Poll started by INtense! with 1,947 votes and 46 comments. Browse the poll archive.
(886 votes)Just a few people, easier to manage
(153 votes)A LOT of people, this will speed things up faster... right?
(447 votes)As much as the project needs it, I'm a pro in managing
(461 votes)I try to do it by myself and try not to ask for help
Just a few people, if your dedicated and experienced in your field of work, you don't need that many people to create a good game within a good timeframe.
True, that's exactly my opinion. Point per point. :-)
The ideal size for me is between 3-6 anymore tends to get harder to control. :)
Looking for a little group of people, Either experienced or new people. As long as it's a tiny group, and that everyone can cooperate with each other it's all fine!
less people = faster development
Depends on how you do it, splitting the project into teams with their own leaders is the industry standard and it seems to work for them perfectly.
Just a few people = faster to manage
just a few people. handpicked.
the only problem is when all members are busy or left the team. D:
I prefer less people, it's definitely easier to communicate and manage. My team has about 3 - 5 all depending on which project.
A small focused team makes a small but very polished mod.
Small and dedicated is the way to go.
I like doing it alone for some reason. Cause i made alone and it makes me look more like pro. Also i suck in managing. :P
dont worry im working alone on trying to make a game for the UDK hard when i know nothing about the engine :D
Look at it this way... after your nerves are shot and you've pulled your last hair out - you will know the UDK inside and out.
well... I want just a few people, but I work alone on my mods :p
It really just depends. For me, it's just whatever the project needs. If we want to do something that no one on the team can do, then we have to get another member that can.
Exactly. And some times, new additions can be a problem if you don't know them, as you'll have to second-guess them in everything, specially in programming. How do you know if the code someone else actually work? and if it does, how efficient it is?
I think it's best to have a small but dedicated and skilled team, as modular as possible.
Bluish-Green Productions;
When I say INDEPENDENT, I MEAN IT.
For simple projects, a small team for larger, a big team.
Ive tried with larger, and through uni ive found its easier if I just do it all myself
Agreed.
Been on a large team, had problems with it.
A couple coders, an artist or two, or three, a couple level designers and 8994 mappers
I've never "managed" anyone before, but I might be sorta good at it. I've always worked alone, which has provided many great learning experiences for me. I'd recommend working alone atleast until you find something you really like to do (Mapping, modeling, textures, voice acting, animating, etc etc). I personally love mapping, but I know how to do a lot of the other stuff. I'm not very good at the other stuff though.
I manage myself D;
I like to work by myself, but if I can't do something, I'll bring someone else in to help out. Such as concept art, I can't draw AT ALL, so I have a buddy of mine that's really good and is great to work with. Bottom line: Small is better.
I try and do it all by myself.
I do it all by myself...
though I do have God's help... so... that's
*counting the Trinity*
4 people including myself :)
I'm being serious folks.
Really.
i like to work in a small team to get known in their interests and and to select mates that have the same or quite similar imagination of what we're doing here. the style of the game have to be in the heads of all team members and its easier to make it clear, what's going on in this mod. though modders are not that skilled in organizing big groups... its ok.
-drunk
I don't know how to manage teams. That's why the UBX Team is a one-man team.
However, if I need help with something I just ask someone with more experience. And in some fields, specially music, since I can't compose (genetically speaking. I can learn to make music, but I still can't make it), I just grab stuff from other people, giving credit where needed.
The size of the team isn't the issue for me, it's how dedicated they are. I'd rather have two (including myself) extremely passionately and even unskilled people than a team of twenty, lazy professionals.
~ Grey
Doing all the work myself, and only ask if I really can't do some stuff.
Just a few people, because its better to manage and there arent many points of views so there will be less discussions which way the development should go.
i rather have 3 good and hard working developers members, as 10 people who only join for the fun of it, or so they already can play what is made by then, and then leave the group.
really good people are VERY hard to find!!!!
leon
(mapper of CtoA, SM, FP, and many other sp-mods and sp-mappacks.)
I prefer a smaller team, a larger development team seems to slow progress down, especially in the coding and art fields.
I'm trying to do Athena with just a few people, but unfortunately you never know for sure which people you can really rely on, so I have to double most of the positions in the mod team, in case somebody drops out.
However, some tasks take time, so you better have more than one mapper and find modders, who have a good understanding of the workflow with the respective engine.
I usually work alone.
Myself and a maximum of 4 other guys. After that the vision gets deluded, the style starts to suffer and motivation drops and fluctuates across the team.
A solid small team of talented people will yield much better results. I am perfectly content working on my own if I can't find the people I want to work with. Rather an uphill struggle than a circus and mix-match of finish.
I usually go by demand, however try to keep it pretty low. More guys is definitely harder to manage since they all want to voice there opinion on certain things. That isn't a bad thing, unless there are too many for weekly team meetings and half of them can be... out of control?
Thirty-Ninth!!!!
It mostly depends on the scope of the project and the goals you intend to accomplish. If you've never had any experience, screw around with as many parts as possible of Half-Life 2 and for God's sake don't get ambitious. Mess up all the normal maps, modify all the weapons, destroy the maps in Hammer; the more fun you have, the more you learn. Find out what you are and aren't good at and let that help you take your place in a team.
I try to do it by myself and try not to ask for help
LONER FTW!
I fly solo, it makes me look pro, I have something good for my portfolio, I don't have to argue/ explain myself to 5+ other people, and It gets done exactly how I want it.
My project goes like people asking me if I need help and I appreciate that, because it improves the quality of it :)
as much as the project needs it... and plus with more minds on the works, it could help spring out more ideas for a mod, and also a learning experience for each team member.
If you have a large-sized project, I say that as many EXPERIENCED people as possible is best. If you just have a ton of unexperienced teammebers, its chaos, but if you have a pretty group of peoples dat are liek 2pro then it works. Sort of.