I personally love the idea of small teams developing and publishing their own games. Albeit, I know this can be extremely hard to do, but with new applications coming out - like Steam - this is becoming more and more easier. Now as for the art side of production directly: 1.) I agree on having a programmer specifically…
I'd like to have what i got honestly: -A talented, responsive and accomedating code staff that work with the content creators. Everyone helpuing everyone else as opposed to any one side being the others' bitch -Asset pipelines that are clean, ratified, and monitored by a dedicated tech artist. -Give developers 1 person to…
couple things i can think of based off of work i've done on mods and whatnot - coders that are dedicated to getting the job done, and will talk with the artists on a constant, friendly basis, in order to get both groups thinking about the best solutions to graphical and design issues - organizing a pipeline beforehand, not…
1) hire a project manager/s that knows games not "knows games". 2) make games in modules and link these modules together with people hired as "nodes" 3) outsource modules
Daz: I'd say that Japanese games are probably my favorites if push comes to shove. I'm not sure how they do it, but from my experience it often involves a large beating stick and lack of sleep.
I would have to say a good company culture and work environment which promotes creativity and innovation. a good work environment is very very important,you make a work environment that makes people want to come to work you will get the best out of people,less turnover and overall a desire for sucess from all your workers.
If you were part of a group starting up a studio, and you were in charge of setting up the art portion of the studio, what would be your top priority for the working environment? More time per asset? Better concepting? Giving the concepting to the production artists so they feel more involved? Really helpful tools and…