- The Solutions in This Chapter
- Challenges to Scaling
- Should You Scale Up?
- Scaling the Wrong Process
- The MAGE Framework
- The Product Backlog
- Team Organization
- Product Ownership
- Additional Roles
- Releases
- Sprints
- Managing Dependencies
- Distributed and Dispersed Development
- What Good Looks Like
- Summary
- Additional Reading
Should You Scale Up?
No scaling framework has any magic that can overcome the overhead of larger groups. Work that takes 30 people a year can likely be done by 10 in two years, but we often don’t have that much time. We can still apply questions such as, “Can we do the most important features with 10 people and still make a great game?” or “Can we find ways to do more with 10 people?”
Scaling up should often be the last choice made of all the options we have, but sometimes it’s a necessary one. Although eight developers might be able to make a AAA game most efficiently, the market for a game that takes 10 years to make might not be the same.