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Devs - development methodologies
I am doing some reading about development and project mwethodologies in software development and wondered if you guys used a well defined methodology during ITF?
Also, what do you currently use?
I have looked at RUP and variants on that but wonder if it would be too restrictive in a game project...
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Babylon6 in orbit @ [url="http://www.nomad-jedi.com"]http://www.nomad-jedi.com/[/url]
[b]Check out the writing skills of this person: [url="http://www.minbari.co.uk/log12.2263/"]http://www.minbari.co.uk/log12.2263/[/url][/b]
Also, what do you currently use?
I have looked at RUP and variants on that but wonder if it would be too restrictive in a game project...
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Babylon6 in orbit @ [url="http://www.nomad-jedi.com"]http://www.nomad-jedi.com/[/url]
[b]Check out the writing skills of this person: [url="http://www.minbari.co.uk/log12.2263/"]http://www.minbari.co.uk/log12.2263/[/url][/b]
Comments
I haven’t actually used RUP, so I can’t say for sure, but I wonder if something like that would be good or bad for “thinking outside of the box”. If it tries to put creativity into a corporate assembly line kind of structure – it'd be good for efficiently getting the same damn thing out there, over and over again - but who wants that? What’s true about visionary and benchmark setting entertainment is that you have to take risks – a bad word in the business world. But who knows, maybe it’s customizable enough to account for doing unusual things.
Our particular team was headed by a design group composed of at first three people - an art lead, a programming lead, and a content lead. Later Christy, who was our Hollywood adviser, became a full-time writer and the fourth person on in the design group.
Since the design group was made up of the team leads, it was pretty easy to keep everyone on the same page – especially so because we were enthusiastic, had pretty much the same vision, and were able to communicate. Somehow, and I don’t think that you can make this happen, we ended up with a great group of people who all got behind a vision – you can’t put a price on that, man. When people are all behind a vision they make things happen – they find a way.
Plus, of course, our vision was pretty well defined by The Great Maker.
Not that it was easy. Never is. Not that it always went right. Never does. Not that we didn’t squabble. Of course we did.
We also had a great "data wrangler" who kept the art department and the programmers communicating and was absolutely anal about keeping track of uncountable files, and iterations of files.
What went wrong was the connections between the team and management - for a lot of reasons - mostly having to do with a broken business structure that was inherited from day one at Sierra. Sierra was, IMO, a company that grew up too fast and never quite had a chance to develop a professional culture.
[This message has been edited by Randy (edited 01-12-2002).]
I am saddened by the probable fact that I will never ever get to be part of a team structure like we had on ITF.
Foundation came close, but for different reasons. Many of the people there were just professional period, and professional people help each other out towards a common goal.
ITF was different, because like you say Randy, we ate, slept, and breathed ITF. We all were way ahead on the professional level than the rest of the company as a whole I think.
Man I still miss the fun of that job...
[img]http://216.15.145.59/mainforums/frown.gif[/img]
My own philosophy for working on my game engine and models is currently "Work when I can" due to the constraints and energy-draining of a full time job. When I have decent quantities of spare time, however, things change. It instead moves into a philosophy of "Work on abilities: learn to do it small scale, then scale it up to fit into the project". So basically I choose an area to work on. I then develope a method for doing it in a small test program or on a small test model. Once I can do it there, I move on to implementing whatever it is (code or modelling technique) in the proper project.
OK, I just realised you were looking more for an organisational structure than a working structure. [img]http://216.15.145.59/mainforums/smile.gif[/img] I don't have much of an organisational structure, since there's only me on my projects.
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[b][url="http://www.minbari.co.uk/log12.2263/"]Required reading[/url][/b]
Never eat anything bigger than your own head.
The Balance provides. The Balance protects.
"Nonono...Is not [i]Great[/i] Machine. Is...[i]Not[/i]-so-Great Machine. It make good snow cone though." - Zathras
[This message has been edited by Biggles (edited 01-12-2002).]
Somehow there was a holster strapped to the side of my 21"... from which I drew a 10" forty four magnum...
and rid the world of one more cockroach... [img]http://216.15.145.59/mainforums/biggrin.gif[/img]
~~~~~~~~~~~~~~
Aside from stories... I'm all for a pretty communistic kind of 'workshop floor'... management of the company should come from within. There should be almost no difference between a team lead and his charges and any major decisions about games or the studio in general should be made 'by the party for the party'.
Everyone has to spend time staying super tight with the rest of the crew despite any differences...
the eternal gulf between Artist and Engineer has to be bridged... and really... as Randy said to really make it all work you need a guy/gal whose most important role in the group is welding up the cracks and painting that bridge between those two polarised mindsets.
A games studio is alchemy... [img]http://216.15.145.59/mainforums/biggrin.gif[/img]
Then theres also the actual physical infrastructure... the renderfarms... the servers, and most importantly the mad mechanic who does his own brand of alchemy getting all the often disparate hardware and software to shake hands and play nice.
I have an untested example of a good studio design which I may be able to get for you if you can be patient.
Simulators are more focused on the core game engine, so the order might be different there.
In any case, with most programming languages being a compilation of loops nested in other loops, I would think that the programming side of things would start with the lowest end smallest peices like how to handle device access, then common routines, and then nesting those into larger loops to do a specific task... etc.
I'm guessing mroe than anything...
Although as time goes on, I'm getting to see the other side of the coin from what I've worked on.
The last time I programmed a game was in line numbered BASIC, on a WANG 2200 in High School.
[img]http://216.15.145.59/mainforums/biggrin.gif[/img]
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[b][url="http://www.minbari.co.uk/log12.2263/"]Required reading[/url][/b]
Never eat anything bigger than your own head.
The Balance provides. The Balance protects.
"Nonono...Is not [i]Great[/i] Machine. Is...[i]Not[/i]-so-Great Machine. It make good snow cone though." - Zathras