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Software Inc.

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Sai Jan 16, 2024 @ 4:17am
Team Compositions - Optimal comps?
I'm sure there isn't any end-all-be-all answer but I'll describe what I'm trying to do and hopefully that'll be enough to perhaps get an answer to this question which has been haunting me.

What I want to achieve, and what I already know:

I want to have seperate teams, with a leader and night shift for every possible software. I want them to be fairly automated, with close to full automation later on.

The information I'm really after basically boils down to what a optimal/near optimal team should consist of, and the grouping of this team.

As for optimal team sizes, I already know the suggested team size for each software.

What is confusing to me/Questions:

Design vs Development - Imagine the scenario as a whole floor being dedicated to one group. The team only works on developing, for example, a 2D Editor. This requires 4 Designers, 6 Programmers and 2 Artist in 2000. I'm currently recruiting this exact amount, but having designers with secondary programming, and programmers/artists with secondary design. However, this means the only thing that is actually just reaching the recommended size is artists, since artists&programmers help with development to some extent and designers later on help with programming. With this logic - would it technically be correct to assume that an 8 person team with enough training would be the ultimate optimization? As in, 2 artists with design secondary, 2 programmers with design secondary and then the 4 leftover programmers wouldn't even need a secondary.

Support/Update - I've read some about having the support/update team consist of programmers with support as secondary. I assume the idea is to have them do all the support of the game, and then update it/fix bugs when it updates? Actually I feel clueless on this topic, since it makes sense to me to have pure support verify bugs and then have a seperate team updating them. I was thinking about having a team dedicated to purely churn out updates - maybe this really gets in the way of automation later on though? Also, what happens with support tickets whilst the update is being worked on if it's the same team? Extremely confused.

Marketing - I feel fairly OK on this part. Basically just having a huge marketing team for each dev team/software I make, or rather more likely have a team of marketers for every 3 projects or so. Just want some confirmation on that train of thought :)

Summary/TLDR

I'm having trouble setting my teams up "correctly" in preparation for automation. I want a team dedicated to each software type (2D/Antivirus/OS etc) and I'm unsure about the configuration although I'm aware of the recommended team sizes. Also Support/Update seperate team or not?

Edit: Quick side question: Can two teams share a meeting room if they work the same hours, or is that a bad idea?

Appreciate all help and input, but would absolutely love an example of a 2D Editor with a 4/6/2 team as per the description above in order for my smooth brain to comprehend exactly what I should aim towards.
Last edited by Sai; Jan 16, 2024 @ 4:22am
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Showing 1-2 of 2 comments
Hyshphahos Jan 16, 2024 @ 9:55am 
Up

I need too these informations :D
freelancer909 Jan 16, 2024 @ 11:55am 
Not exactly how I would do it. Look a 2d editor is basic. A four person team can turn one out every three years. Also what are your Artist going to do when not designing. You can easily handle support with Senior Artist with secondary Marketing two star and bug tickets two tickets. I usually have at least a 6 person team just to answer phones market and do Art work. Programmers work good in support early on as you can use them they are versitel but later you want full timers on the phones. Some people try to make this game into this big Corporate thing but most projects can be completed with small 4 person D and P teams. Except OS I use 6, designers with program skills. Also have some pure 6 person program teams around to do bugs, port update and help finish projects. These programmers should be able to answer a phone too. As far as total automation you need to really get into the Leader roles and they will manage and assign teams as they see fit. You can basically turn out all 5 game types with and a few OS projects with less then 80 people. I never mess around with anything but OS, games and 3D. Also start your R and D teams early and patent the research you can make tons of money just doing that in royalties. Hire Legal that can design and program at least one star so they can do a multi month contract when idle.
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Date Posted: Jan 16, 2024 @ 4:17am
Posts: 2