--- In [EMAIL PROTECTED], Sean Gilbertson
<[EMAIL PROTECTED]> wrote:
> 
>       "Modern video game endeavors are like movies, with casts of thousands."
> 
>       Super Mario 64 has three people listed as programmers, and two
people listed as camera and "Mario face" programmers, respectively
<http://www.mobygames.com/game/credits/p,9/gameId,3533/>. 
Castlevania: Symphony of the Night had four people listed as
programmers <http://www.mobygames.com/game/credits/p,6/gameId,3739/>.
> 
>       For Jak and Daxter, which is a large platform game with very good
production values and pretty graphical and audio effects, the credits
<http://www.mobygames.com/game/credits/gameId,6792/> list 48 people
under "Created and Developed," which probably includes both design and
programming.  The extras who voice the enemies are not going to be on
the software team, so I think your statement is misleading.
> 
>       Perhaps similarly, while movies have "casts of thousands," there is
usually one or several writers, and only one director.

This is a bit misleading. There are usually
a small number of people working on the game
engine, but most of the creatives are doing
their own scripting, usually in either a
custom designed language or something like
Lua or Python.

Modern video game projects normally have
development staffs in the two to five
dozen range - only two or three of whom
are "traditional" software developers. It's
a different environment.

In any case, by "large" projects we normally
mean projects of above about a dozen developers.
"White Book" XP and to a large extent "Mailing
List" XP exist in this space. If you want to
go outside of it, you have to do some things
differently, and there isn't, at this point
in time, a good set of guidelines, backed by
successful experiance, of exactly what you have
to do.

John Roth







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