How many people need to cooperate to complete a game?

watermankaku

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Feb 6, 2021
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Now I pay attention to many popular games and find that at least two people finish their works together, so do you have any cooperation experience and experience to share?
 

Droid Productions

[Love of Magic & Morningstar]
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Now I pay attention to many popular games and find that at least two people finish their works together, so do you have any cooperation experience and experience to share?
Love of Magic's almost done. That's a solo project (though I had amazing help from the Discord team in bug-testing and spell checking, and my then-intern, now rockstar dev, PandaMan helped make some animations on his superior HW).

Paradise Lust is a full team; 9 fulltime devs (paid).I'm doing production and code, Chase's doing writing, as is Kimura. Sven Nuudes is art lead, Chastitty is doing animation, Doug Styles is doing scripting (most of my code time is spent on Sinners Landing these days), and there's a 2D artist, a puppeteer and an intern in there somewhere, whose porn names I forget :)

Largely we grew the team because we wanted to make 2 games in parallel. But at it's peak it was a monster :)
 
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c3p0

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Depend a lot on the size of the game, (story, mechanics, ....), your skill set and the time you have and can spend on the game as well as the time frame you want until you have a finished game...
Thus, I would say all between 1 and hundreds of people might be normal.
 
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DrHizz

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Apr 11, 2022
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I seem to notice a difference in games when the devs are romantically involved. Maybe not in quality, but sometimes scenarios or writing.
 

woody554

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need? one.

I wonder if teams even have better completion rate? sure it's less work, but it's a lot of added problems running a team and potential aggravation. I could never do it. at least not with random internet people.

probably also the teams require that one special person who can push through solid rock to keep it together. and he could finish games alone as well because he's that guy.

that said, I run a 10 person organization IRL and it stays afloat through teamwork. but those are not flaky internet people.
 
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Gwedelino

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Love of Magic's almost done. That's a solo project (though I had amazing help from the Discord team in bug-testing and spell checking, and my then-intern, now rockstar dev, PandaMan helped make some animations on his superior HW).

Paradise Lust is a full team; 9 fulltime devs (paid).I'm doing production and code, Chase's doing writing, as is Kimura. Sven Nuudes is art lead, Chastitty is doing animation, Doug Styles is doing scripting (most of my code time is spent on Sinners Landing these days), and there's a 2D artist, a puppeteer and an intern in there somewhere, whose porn names I forget :)

Largely we grew the team because we wanted to make 2 games in parallel. But at it's peak it was a monster :)
I'm probably missing something but that looks kind of weird to make 9 people earn their living out of a 1900 $ Patreon.
 

Droid Productions

[Love of Magic & Morningstar]
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I'm probably missing something but that looks kind of weird to make 9 people earn their living out of a 1900 $ Patreon.
There's something called Steam. But yeah, 9 people was a ramp up and split situation, not intended to be a permanent thing. It's easier to bring someone on to a project that's already humming along than it is to introduce them to a task in a project starting from scratch.

Chase and I started work on Sinners landing 8 months ago, Sven joined us about a month in to do characters and animation, then another 2D artist joined us for backgrounds. At this stage the Sinners Landing team is 5 people, the Paradise Lust team is 4 (and me, acting as producer).

But it's a slightly different situation, we're the NSFW offshot of a normie games studio, so we already have processes for these kinds of things.


You can check out

Paradise Lust here:

Sinner's landing here:

And Love of Magic here:
 
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