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7 years ago
If that were his perspective, apart from the fact he should have mentioned that (I’m just referring to my own team here when I say we) because it’s not logical the average gamer knows that, I don’t understand the next paragraph.
I’d say working for Sims 3 was even a bigger logistical challenge, with teams that were even seperated geologically.
We effectively have four or five live teams at once. We have monthly patches or even quicker than that, the monthly free content. I'm on the expansion team and I oversee the game pack team. We have a lead producer on the stuff pack team, we have a lead producer on the console team and all of those have different groups and engineers, but then we need to think about how they can work together - getting one engineer make one feature that works in two places. We have to talk all the time about what bugs we have to fix, who is going to do this bug, bringing in extra staff to help us out with toddlers that we can then use for pets. It's a logistical challenge.
I’d say working for Sims 3 was even a bigger logistical challenge, with teams that were even seperated geologically.
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