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I choose artist, I choose high salary, and I find people with art skills, designer, and programmer and I build my design teams with these low salary artists with programming skills.
Then I have a marketing team, and two support teams. The support teams are also programmers so I have them help on the alpha stage and the bug finding.
So you move people around teams to have the numbers you need for the software you make?
That feels like a lot of micro managing ...
Do you respect the recommended people strictly or ... (talking about early/mid game)
I generally just take the recommended, double it and chuck it in HR. With education thats plenty to make a good software. The slight margin in the recommended doesnt matter because of this
Marketing does only marketing and I hire them once I have enough money... before that it is the task of the individual teams. Support does only support, but they can help out development from time to time.
Often in later game I realize that I am lacking certain requirements, so I do add small teams for only 2D arts, audio arts, or development and then add them to the development as necessary.
I have not tested the newest version often enough to change my strategy on this.
Has anybody tested the best requirements for a support team? I am always taking guesses on that one and hire various programmers....
Typical structure is product specific. I.e. might be 4 programmers + 4 designers + 1 artist for x software. Then ill call the team ProductName Team.
But i've just recently began experimenting with having product specific design and product specific dev teams and have found it increases efficiency and speed for me.
So atm I have my OS product teams as follows:
OS Design Team: X number of designers handles design work for OS product
OS Development Team: X number of programmers handles dev work for OS product
Easier to have compatibility as team sizes are much smaller.
Then I just use my general Marketing team and both a Support and Overnight Support team. I am looking at using this team structure for new products in future.
Interesting, I might have to experiment with this as well.
I just had big-ish teams which did all sort of softwares. By big I mean 20-26 people. A team would have a few designers, artists and a lot of developers.