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The three ingredients vital to mitigating excessive overtime, etc, are:
1 – good, experienced producers
2 – solid, repeatable and scalable dev process
3 – whole team buys in to QOL[/quote:b5aa3d3b81]

And I would say:
4 – A business model that can succeed without taking 150% from the developers
5a – A desire of upper management to sacrifice profits in return for a higher QOL for the workers.
5b – Developers who won’t work with crap QOL.

(maybe you covered 5b in your point 3, if so, then sorry about making a redundant point)

tbh, in the games industry I think 4&5 are the bottleneck at least as often as 1,2,3
Thats essentially the thrust of what I’m saying here.