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No, it's actually way more waterfally than in other sectors.

I assume that in the 'game as a service' kind of long going projects it's different, but I don't have that kind of experience.



Do you mean its way more waterfall in that it happens in practice, or do you mean that its much more suited to that style of development process?

If the former, then I would say a lot of large companies end up that way (they tell themselves they’re “doing agile” but in reality are really just doing some form of modified waterfall). If the latter, then I will ask: why is that?

Waterfall might make sense if you know up front exactly what you will build, which as an engine developer may well be the case, but for anybody else, I don’t see how a more agile approach short iterations and tight feedback loops wouldn’t produce better results.




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