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Gamers at work

Some of the biggest names in the gaming industry have come together to tell their story. Gamers at work is a book now available worldwide with stories of what it is like to work within the industry. A lot of fans around the world will be interested in the what goes on behind the scenes and how certain things came into light. If you are interested in these sort of things then Gamers at work will be a read for you.

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gamergaia.com
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.

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powerupgaming.co.uk
11d ago
phongtro123_com11d 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.

DarXyde11d 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.

53d ago Replies(1)
peppeaccardo52d 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 !!

badz14952d ago

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

HyperMoused52d ago

TTK for BF employees needs adjusting

50°

EA makes layoffs at Skate developer Full Circle

The free-to-play reboot topped 15 million players in under three weeks, but EA now claims it needs to reshape the development team.

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gamedeveloper.com
Profchaos64d ago

The community warned them this would happen but nope they knew better they continued with the live service push the made the art style cartoonish and this is the result

isarai_lee64d ago

It's always so bizarre when studios announce something super early in development under the suggestion of forming the game to player feedback, and then they push against all feedback heading straight for the cliff while everyone is warning them along the way

badboyz0964d ago (Edited 64d ago )

🤣🤣🤣