All Channels
Popular
160°

The Overseas Connection #226

The Overseas Connection, the official G4TE.com Community weekly podcast discusses gaming news, community feedback, new releases and the podcast teams current play lists. Tune-in and listen to this combination U.S. and U.K. video game podcast as they discuss this weeks topics:

•We discuss the sudden and tragic loss of GiantBombs Ryan Davis.
•More Last of Us and Xcom discussusions take place.
•GTA V shows off a new video of game play that has Mike doing flips.
•EA hints at higher prices for next gen games.

•Sony teases a new game. .
•Gamestop says “no” to anymore pre-orders for the PS4
•And much more

Read Full Story >>
theoverseasconnection.net
40°

TLOU Part 3 Story May Explore Congregation Of Immune People;Part 2 Initially Had Dynamic Time Of Day

The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."

Read Full Story >>
twistedvoxel.com
DivineHand12538d ago

Part 3? I thought Niel Druckmann said there will be no part 3.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

Read Full Story >>
powerupgaming.co.uk
39d ago
phongtro123_com39d ago

There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

DarXyde39d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

50°

EA Lays Off Staff Across All Battlefield Studios Following Record-Breaking Battlefield 6 Launch

EA is laying off an unknown number of individuals from across its Battlefield teams, including workers at Criterion, Dice, Ripple Effect, and Motive Studios, IGN understands.

81d ago Replies(1)
peppeaccardo80d ago

When logic meets EA it generates anti-matter ..... so try not to apply it in any meaningful way. Entropy is what matters in there !!

badz14980d ago

cue the apologist saying that these are mostly just contractors hired for this specific project bla bla bla

HyperMoused80d ago

TTK for BF employees needs adjusting