@kwramm@mastodon.gamedev.place
Post #2045875
2026-04-30 02:34 UTC
Replies (4)
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@kwramm@mastodon.gamedev.place 2026-04-30 02:36
seriously, I think aligning a small team is a lot easier than aligning big ones. The "too many cooks" problem is very much alive in AAA. And the opposite too, a lot of people who aren't aligned because they're too busy to care. Vision? Keeps changing. Sometimes till the end. Often due to alignment or "focus groups", investors, "external feedback", you name it. Or sometimes the game director just has a bad day...
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@kwramm@mastodon.gamedev.place 2026-04-30 02:39
And don't get me started on quality standards. Does your art pipeline have technical reviews... after modeling? After rigging? After skinning? You'd be surprised how many studios have pretty much 0 QC in their art pipeline except for the most generic mesh and naming checks in their exporters. Otherwise it's still old school "inspection" (i.e. "Testers"). The stuff that everyone in manufacturing agrees is the bare minimum. Like when you make cheap widgets - not a high tech product.
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@kwramm@mastodon.gamedev.place 2026-04-30 02:41
And production discipline? It only looks like this because it's okay to liberally cut and throw "will not fix" labels on those Jiras. Then at the end it's a mad scramble to fix the worst, push as much in the day 0-patch and cross your fingers. This is also directly related to quality standards, alignment and vision.
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@kwramm@mastodon.gamedev.place 2026-04-30 02:43
Advice: If you're an Indie, there's NOTHING, except money, IP and resources, AAA has on you. They're not better, more creative, better organized, better aligned just because they're big. I dare say, the opposite is just as likely, because they're big. What you can do: use proper project management. Track time - esp. where it's wasted. Track quality. Track iterations. Automate where it makes an impact. Be data driven, but also speak face to face. Be creative and consider risk/reward.