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1 vote
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What are the things that only a large group of devs (like 30+) can make possible? Can a game...

I think it could be possible to get you an idea of taking a look at a game that took a really large team and look at where all the work-hours went. Let's take Cyberpunk 2077, for example. The credits …
Philipp's user avatar
  • 122k
12 votes

How can I encourage players to "talk to" to each other in team-based games?

When you want players to chat with each other, you need to make sure that communication is rewarded and not punished. When a player passes information via chat and as a result wins the game, this is …
Philipp's user avatar
  • 122k
1 vote

Legal issues around forming an international game dev team

In the long term you will not get around taking some financial risks. When your project becomes a failure, separating your personal financial future from that of your company will allow you to sleep m …
Philipp's user avatar
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69 votes
Accepted

How do teams prevent overwriting work in source files?

Most software development teams (not just in game development) solve this issue using version control software. Examples are Subversion Git Mercurial Microsoft Team Foundation Server Perforce All …
Philipp's user avatar
  • 122k
3 votes

How to maintain artistic consistency when working with multiple artists?

I see three methods to approach this. Method A is to do it like most cartoon/anime studios are doing it. They have one lead artist who designs the characters. The job of all other "artists" is to sup …
Philipp's user avatar
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24 votes

How can I help my unpaid 2D and 3D artists improve their portfolio?

You got to find a way to pay your artists. Currently they don't really get anything out of the work on your project. Even if your project would demand artwork on a level of polishing that's good enoug …
Philipp's user avatar
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