Originally posted by ZirGsuz
The way they talked about it on the Q&A seemed to suggest that the majority of the dev team (maybe save Ash?) was split into two teams, one working on Kebos lead by Kieran and SOTE having another team being lead by Ed.
The Hosidious rework seemed to be mostly just West with Husky doing the Forthos dungeon.
So while there is clearly some division of labor, it does seem that there aren’t a ridiculous amount of moving parts, and not all pieces of content are created with equal man hours. I think that’s what lead to Kebos (and it looks like SOTE) feeling more like expansions than just updates.
You’re sort of right.
We have 3 scrum teams: The Wardens, The Unknown and The Operators. And also 2 ‘resource’ teams, Grafix (which consists of the 4 artists) and CM and then management above it all. We also get help from the audio team when we need music and sound FX.
We have 1 scrum (Wardens) alongside CM and Grafix who work on the big update of that period, currently that’s SOTE, before it was Kebos.
The Operators handle weekly updates, so that’s QoL and of late lots of PvP updates.
Then the Unknown handle medium sized updates with a current focus on the opening game experience, in an effort to minimise new players dropping out of the game.
People move about scrums as projects change and not all recent updates fit into the system perfectly as this set up has been evolving over the past year.
As for the Hosidius rework and the Forthos dungeon, those I designed myself last year and at the beginning of the year worked on the remapping...
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