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Group Photos of Classic Dev Teams

MrRibeye

Member
3D Realms in 1996 who released Duke Nukem 3D that year.
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Photo of the founders of Red Storm Entertainment in 1996 who would two years later give us the first Tom Clancy's Rainbow Six game on the original PlayStation 1.
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BioWare during Baldur's Gate development, circa 1997.
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Group shot of most of the Blizzard North team, circa 1997 a year after the release of the first Diablo game.
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The Jedi Knight (LucasArts, 1997) design team.
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The Half-Life team around 1998, from the Sierra Studios E3 1998 Press Kit.
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Team Silent in 1998 before incorporating the main development team of Konami and releasing Silent Hill 1 a year later.
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Neversoft in 1998, the team who brought us Tony Hawk's Pro Skater.
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Rockstar Games circa 2001, the team behind GTA 3.
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Remedy team on the day they had finished working on Max Payne (15 July 2001):
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Red5

Member
I don't think you can fit all the people who worked on a single AC game in one single photo even. I still play Duke 3D and Doom till this day but most of the AC games are one and done. Really puts into perspective that games have become too bloated. I would take Baldur's Gate 2 over any AC game these days.
 

jufonuk

not tag worthy
I’m sure the super Mario bros and super Metroid teams were small also.

Same with a lot of 16bit games.

On wiki it says Ikaruga was developed by a small team too.
 
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Gaelyon

Member
All those teams are small and in one location. It's the equivalent of a small indie team of today. Video games have industrialized to hundreds/thousands of devs across several countries working on many shifts with support studios.
 
I guess dev teams have to have increased a bit, but there is a lesson there in the creative element - the fewer the people involved in the creative element, the better for the end product.

More games, better choice and let the good ones shine - that is what we need, rather than fewer massive releases that try to pander to absolutely everyone - end up costing a fortune - and fall flat in their faces, resulting in huge layoffs.

A good example is Jedi Survivor costing $300million to produce and then God of War Ragnarok $200million, and then Stellar Blade $50million. Can anyone really tell those games cost multiple times more to make?
 

digdug2

Member
I guess dev teams have to have increased a bit, but there is a lesson there in the creative element - the fewer the people involved in the creative element, the better for the end product.

More games, better choice and let the good ones shine - that is what we need, rather than fewer massive releases that try to pander to absolutely everyone - end up costing a fortune - and fall flat in their faces, resulting in huge layoffs.

A good example is Jedi Survivor costing $300million to produce and then God of War Ragnarok $200million, and then Stellar Blade $50million. Can anyone really tell those games cost multiple times more to make?
The craziest thing to me is that the $300 million game was the one that was absolutely rife with technical issues upon release. You'd figure that a really good QA/QC team would be included in that budget.
 
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