At Mattermost, an unexplored junior, we asked the question, “When developing a game within a company, how many man-hours do you spend on what?” The question was asked by tokoroten, and he talked about a lot of things. It was a pretty interesting conversation, and it would have been a shame to let it drift away, so I’ve summarized it here.
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Once a small number of prototypes and image boards are completed, we will gradually add personnel.
- When the development phase starts, start by modifying the prototype to solidify the gameplay.
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Once the gameplay is solidified, a decision is made to approve continued development (for this demo, we will work super hard).
- Once the decision to continue development is made, a budget is set, and the company moves into the volume phase using surplus in-house personnel and outsourcing.
- The physical battle to represent the game begins.
- Adding personnel and building assets at once, while combining them with various storylines.
- The number of staff members shown in the staff roll is the number of staff members at the peak during this volume war.
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Continued Development Approval Process (realistically, there are two or three different ways to go around this)
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Once all the assets to represent the game have been created, the personnel for the physical quantity are transferred to another project.
- The original core members remain.
- QA team joins and debugging work
- Often a part-time job for students and freelancers.
- Bug fixes by core members
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Once the bugs are removed, adjust the release date and release (for the consumer version)
- Many times it is like delaying a release by six months in order not to coincide with the release of a major production.
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Game development is subject to large fluctuations in personnel demand.
- One company cannot absorb the wave, so there is a cooperative development company
- After the game is released, the core personnel will be released as well, so to prevent this, DLC will be developed to buy time until the next proto development.
- Related open world.