I know this is a very difficult to judge issue, but I need some opinions about this situation I have. We want to start a new project, a 3D isometric RPG, pretty much like Divinity Original Sin, with around 40 hours of gameplay, using Godot as game engine. Our current team is 3 people (2 modellers/animators, one programmer/game designer/writer) and we have a few more candidates. What I need to know is if a 8-12 people team would be enough to deal with such complex project in a reasonable amount of time, like 2-3 years. All similar games seems to be developed by hughe teams (Larian had 250 workers I think). Maybe Im aiming too high?
Assesing time/team size for project
There are too many unknown variables.
- Proficiency and skill of the people, which effects speed of the work done.
- Free time of people during the week? assuming AAA studios budget at least 40 hours a person a week to run this calculation.
- Design team break down of skill aka how much work can each person handle in a week?
- Clarity of game design to the people?
- time lost in administrative and organizational tasks if you don't have a producer?
That is just off the top of my head.
@GeneralJist Thanbks for bring to my attention some issues I havent considered, like 4 and 5. I thought about 3, but only in terms of myself. Considering that I found my limits when working in the previous project, I knew there was just some amount of code I could maintain at same time. But i blamed my age and thought that younger developers could do much more than me.
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