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Tips for best efficiency in my S02 videos...
To really speed things up, a special and not too expensive beta-team can check for bugs after development. That way, the dev team can start making a new product already.
Staff vacation: June - September (4 months spread)
How I generally prefer my setup:
Design-System-01, [-02, -03, -04]
Design-2D-01
Design-Audio-01
Art-2D-01
Art-3D-01
Art-Audio-01
Code-System-01
Code-2D-01
Code-Audio-01
Support: 8 staff. 4 = support. 4 = medium programmers (3 stars primary + 2 stars).
Bugfixing teams: 8 staff, all medium programmers (3 stars primary + 2 stars)
Porting teams: same setup as bugfixing teams
I try to keep bugfixing teams to fix bugs for 3 - 7 products at the same time
I have separate marketing teams for making video-content press releases; it helps me to move them around as needed. When they are finished with all press releases, I add them as additional marketing teams for my latest products.
Market-01
MarketVideo-01
Support-01
Bug-01
Porting-01
Law-01
If I need bugfixing in beta stage, the porting crews can handle the first 200-400 bugs until they are out of their competence zone. The legal teams, once done with patents, can perform either bugfixing or marketing.
Art and audio teams get to do additional marketing when they are finished with their tasks.
I used to do program teams of about 10-15, 3-4 teams working round the clock.
1-2 design teams of maybe 10 people.
2-3 support teams of like 10 people just working on post release bug fixing.
and 2 marketing teams with 10 people.
the teams sizes were mostly limited because of the size of my buildings and the rooms the teams were using.
my current game I am using 1 floor per team, with desk space for 20 people.
I have my Core that does both design and development. 5 designers that can do some programming and art as well, 5 artists that can do a some design and programming, and 9 programmers that can do a little of the other 2 as well. I let my founder hire and handle education, it seems to be working so far.
then I have 1 support team with 20 people doing the post release bug fixing. I might hire a new smaller team to do overnights working on bug fixing, not sure yet.
and I have marketing team of like 10 people.
it's still kind of early in my game, I think I'm in 1988, just released my 3rd PC OS and have like $75 million. it'll take me about 2 years to release the next OS, at least a year of that is design. I was thinking of doing just a design team to work on that and do research when not working on new programs.