Videogame project management survey
What kind of companies are you aiming this at, more specifically than "independent" ones?
I ask because if you divide your team size choices by your budget choices, you get a per-team-member budget of between a few hundred and a thousand dollars... which means that either the game's development time-span is around one week, or it's a hobby project instead of a business.
On the 1-10 rating, I wasn't sure if 1 was best / 10 worst, or 10 best / 1 worst :o
. 22 Racing Series .
What kind of companies are you aiming this at, more specifically than "independent" ones?
I ask because if you divide your team size choices by your budget choices, you get a per-team-member budget of between a few hundred and a thousand dollars... which means that either the game's development time-span is around one week, or it's a hobby project instead of a business.
On the 1-10 rating, I wasn't sure if 1 was best / 10 worst, or 10 best / 1 worst :o
Both "hobbies" and "buisnesses." Also, 1 being the worst, 10 being the best.
10 is best. it says that a some point.
don't think i was much help. its about team communication impact on product quality. when team size is one, communication issues disappear.
for costs i only listed hardware and telecom costs. i don't get paid unless/until "the fat lady sings".
Norm Barrows
Rockland Software Productions
"Building PC games since 1989"
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http://rocklandsoftware.net/beta.php