Next Gen Development Roundtable - Part II (updated)
This week we are continuing our first virtual round-table talk here on MMP Game Dev. For this first talk we are asking our regular contributors to express their views on a new question dealing with Next Gen MMP development each week for the rest of the month.
Question #2: What will next gen dev teams look like in terms of size and composition?
Editor: Maybe a picture will help get this one back on track. Here is the current state of affairs (positions marked with a dotted line are more recent introductions):
So where are we going from here? (hint)
2 Comments:
Have I stumped you all? This is a very interesting topic if you think about it. How will the new power that advances in graphic and general CPU bring impact team size and the roles with-in those teams.
What kind of new specialization will we see in Art,Code and Design disciplines? The last round we saw the introduction of new roles like Riggers and Shader programmers. What will this round bring?
By foolkilla, at Thu Jun 16, 01:14:00 PM 2005
I'd argue that the industry will go more in the direction of buying program components rather than building ones own.
This is already commonplace for graphics and physics engines, but it could also happen for other things where there is little differention in how ppl currently implement these components, and they are 'must have' features in games.
Textures, terrain, and architecture are generally done in the same style for most mmogs, and this is a ripe target for prebuilt content. Especially since they all are attempting to aim for a 'realistic' look, wherein if two teams did a perfect job, their results would look identical.
If this happens then the number of designers should increase in proportion to the rest of the team. Which would prolly be a good thing, IMHO.
- Factory
By Anonymous, at Sat Jun 18, 10:14:00 PM 2005
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