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Do you have a lead animator and a lead modeler reporting into a lead artist?
Frank Rogan: On
previous projects, I've seen the lead animator serve as a separate lead and
team from environmental and character art, although the two groups obviously
work very close.
On other projects, one lead artist oversees both art and
animation. That's a significant chunk of work, though, and requires someone
very special in that role. Thankfully, I've enjoyed working with just such a
person!
For modeling, I've
not seen it broken down so that there's one lead modeler. More often, I've seen
it broken down into areas of expertise - as in, one modeler is particularly
good with certain types of characters, while another is better at modeling key
environmental props.
Justin D'Onofrio: As
we're working remotely with our art studio, it's a split structure. The studio's
art tech reports to their art manager, who reports primarily to our in-house
creative lead. In-house, our 3D modeler reports to our creative lead.
Robbie Edwards: Organizationally, yes, but not with those
titles. We refer to our workgroup leads as coordinators (i.e. Animation Coordinator).
Do you think a more flat or "pod"-based structure works better?
Frank Rogan:
Flat structures are obviously best for communication, a shared sense of purpose
and a speedy, useful approval process. It's very easy to stratify the team
structure to the point where the stratification becomes meaningless.

Frank Rogan served as producer on THQ/Gas Powered Games' Supreme Commander.
At the same
time, a "pod-based" structure - a team divided into functional,
cross-discipline groups - sounds like the best of all possible worlds, but that
can fall on its face, too, if there's no clear leadership within the pod. Pods
can work, but it requires a special group of people. If the nature of the
problem requires cross-discipline skill, and it can be time-boxed, I'm much
more inclined to put together "tiger teams" to solve a short-term problem.
Ben Gunstone: For
us [a flat structure] works fine. I think if you were working with bigger teams
it may be the wrong solution. A lot of it depends on how your team members like
to work and how many people (overall including producers) you have to manage
your project. I wonder if there is an algorithm out there to compute that?
Justin D'Onofrio: I prefer a structure
where everyone has input, so I like to keep things flatter. For example, as our
lead programmer works out some additions to the engine, he needs to call on our
3D modeler to sort out details. This casual knowledge sharing is great to have,
and something that I feel isn't as available when you have a more segregated,
"pod"-like structure.
Robbie Edwards: I
think both have merit and we have used both structures in our projects. We have
made the move to the "pod-based" structure in an attempt to
streamline communications.
With team sizes
growing into the 100-200 person range, it is nearly impossible for one lead to manage
70+ people. The pods allow us to have our leads focus on working with about 10
coordinators and those coordinators managing three to eight people each. I
think this structure helps developers stay focused on their responsibilities
and provides some level of consistency in the quality of work.
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Game development too often is run in a byzantine, bureaucratic manner.
These two companies are not always compatible in terms of practices, philosophies and goals. I'd like to see some articles about how the differences between creative entertainment production and software development complicate management of game productions.
(It looks beautiful! The net code is awesome! But it has guys with plasma guns and battle armour, bunny-hopping around shooting Space Zombies... zzzzzzzzzzzzzzz)
Weakness on the software side of a game company can cripple everything else the company does, so I can't really agree with you that software engineering is only related to games in an "outside manner." Without the software these games don't exist.