3 ms·
Unless things changed in the last 5 years or so, your numbers are way off base. Last game I worked it was around 100 dev people where 30% was software developm
by BSousa 13y ago
Unless things changed in the last 5 years or so, your numbers are way off base.
Last game I worked it was around 100 dev people where 30% was software development, and from those 30% maybe 20% were tooling support.
- Paul_S 13y agoIt depends on the technology model. If the company is using a licensed engine than there's very few coders - 10%-20% would be the number I'd pull out of thin air (probably 5% if you count all the outsourced artists working in sweatshops that never get credited). Some projects don't even need their own coders if they're reskins of other games and just borrow the coders from the original project when needed. Of course there are still companies which invest in their own tools and engine where the ratio is closer to what you propose, but that's rare. Now mostly big companies can afford to have their own core engine division but in those big devs the amount of artists is even more mindboggling because they are likely to in-house their cutscenes, voiceacting etc. All this works on the assumption that scripters are not coders which is debatable.
- BSousa 13y agoWell, I did leave the industry in 2008, but last 2 projects I worked on we used Unreal Engine and the ratios for software developers vs everything else (except publisher's people) were about those 30% I mentioned. We didn't have many 'scripters', mainly some level designers that used Kismet and maybe a few UnrealScript classes but apart from that, most was done in C++ by software developers.