[game_edu] Resource division for games

Dan Carreker danc_gamer at yahoo.com
Thu Feb 5 14:08:25 EST 2009


Yeah, that's the first thing that jumped out at me, the small QA percentage.  Also is this throughout the life of the project, or at the start of the project?  Particullarly QA, but all department sizes change as you get to crunch mode

--- On Thu, 2/5/09, Nic Colley <Nic.Colley at cpcc.edu> wrote:


From: Nic Colley <Nic.Colley at cpcc.edu>
Subject: Re: [game_edu] Resource division for games
To: "IGDA Game Education Listserv" <game_edu at igda.org>
Date: Thursday, February 5, 2009, 10:27 AM


It looks like it is just developer basis. I was a little surprised as to how small the QA team was in comparison to the programmers.

Thanks,
Nic Colley
________________________________

Faculty, Simulation & Game Development Program
Nic.Colley at cpcc.edu
704-330-6348


________________________________

From: Darius Kazemi [mailto:darius.kazemi at gmail.com]
Sent: Thu 05-Feb-09 1:13 PM
To: mark at baldwinconsulting.org; IGDA Game Education Listserv
Subject: Re: [game_edu] Resource division for games


Do you mean just at the developer, or everyone involved with the game? What about outsourced work? Because if you count publisher QA on past AAA games I've worked on, the QA team has easily been bigger than the programming team.


On Thu, Feb 5, 2009 at 12:06 PM, Mark Baldwin <mark at baldwinconsulting.org> wrote:


    I would like to diverge here into a discussion of what the typical resource
    division (in time or money) is to create a typical A commercial game.
    Below are the rough numbers I use.   I'd like to hear some opinions on this.
   
   
   
   
   
    Management
   
    10%
   
   
    Design
   
    20%
   
   
    Art and Sound
   
    40%
   
   
    Programming
   
    25%
   
   
    Q/A
   
    5%
   
   
   
    Mark
   
   
   



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