![]() This can be mitigated by having much of the team work on downloadable content created after a game ships, or starting the next project before the current one wraps-two things Bethesda already does. Pre-production teams must be kept small, and ramping up headcount on a project before it’s ready is a surefire way to run it aground. Because the bulk of a huge staff often is focused on production and polish, it’s often impossible to keep everyone busy as new projects ramp up. ![]() Leaving aside the very real problem of aggressively recruiting game developers to move to Bethesda, Maryland, expanding small teams is notoriously difficult, especially at a single-project studio.
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