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Jacek Wesołowski

The largest project I've worked on in the last few years was Gollum, which was quite large but not AAA-scale large. Collecting names for the credits was a major concern, both in the sense that it was a challenge, and in the sense that it was important to the company. Hard to believe, but sometimes a subcontractor simply doesn't know who should be credited from their side.

(and don't get me started about administrative staff who insert themselves everywhere even if they worked on something else)

@jzillw The amount of problems with credits lately have been getting really out of hand, in both direction.
People working on the game not being credited at all (like, contract translators for just an example), or people that, honestly, don't deserve to be there and that are sometimes before people that actually worked on the game...
Especially at certain companies *coughUbisoftcough* 😆

I mean, the credits for Avatar were 2h frickin hours long!...

@elFlashor Localization and outsourced QA are the two places where collecting names for the credits can be genuinely difficult, depending on how good the subcontractor is at keeping track. Personally, if I were to manage a project, I would opt for keeping our own record.

Some flagship titles end up with immense credits lists because of their workflow issues (e.g. the release day is near, the game is half-done, but one of your subsidiaries has some HR to spare).