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nulldiver / gist:c18d9fd3428ce43991b5ce137b19f50d
Created July 20, 2023 09:45
A breathless list of about 100 game development questions
What tools can allow a team of a dozen devs to successfully ship a much larger (more ambitious, higher quality, bigger scope) game than could normally be attributed to a team that size? What about an even smaller team? A half-dozen people? 3-4 people? What does an ideal production plan look like with such small teams and large games? What new strengths surface when an entire production team can sit around a small table or talk through a challenge in a meeting where everyone can participate? If decisions are all able to be made closer to the people implementing the decisions, what does this do to iteration times? If Iterations times can be tightened, can we blur the the lines between traditional production phases? How do we play to the strengths of doing so? How do we mitigate the risks? What are the implications for the type of game that can be created What about a team with no full-time engineers? Or, generally, if the shift moves from technical competency to creative competency? How does a "writers room" m

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