"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.

On Mon, Oct 25, 2004 at 04:46:22PM -0700, Phlip wrote:
> 
> Sean Gilbertson wrote:
> 
> >     Can XP really not tackle "large" projects?  How
> > large is large?  It always amazes me that video
> > games have like, two programmers.
> 
> Modern video game endeavors are like movies, with
> casts of thousands.
> 
> >     I don't know a lot about scrum, but I remember
> > reading that scrum is general; it can be applied to
> > any project (not just software development).
> 
> Craig Larman's book has a great pattern that's too
> stoopid to fail. He shows 5 teams in 1 week
> iterations. In week 1, teams A and B synchronize their
> releases. In week 2, C, D, & E synchronize. In week 3,
> A-D synchronize. This rhythm of frequent partial
> synchronizations drives the outermost product cycle.
> 
> A good name seems to be "disjoint iterations". (Just
> don't use that name around one John Sarkela;)
> 
> =====
> Phlip
>   http://industrialxp.org/community/bin/view/Main/TestFirstUserInterfaces
> 
> 
>               
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-- 
Sean Gilbertson
IT Systems/Software Developer


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