Quote Originally Posted by hobostew View Post
SE just doesn't have the resources to spend on things like this unfortunately. Small indie company please understand.
Something I posted in a different thread on this topic...

Quote Originally Posted by Packetdancer
Ironically, it's sometimes also actually more work at a big developer than an indie one. Indie developers tend to be light on process, which... there are benefits and downsides of that.

But sometimes it's a huge boon not having to have a whole process by which you design a thing, get the design approved, assign it to a modeler, approve the draft model, finalize and texture it, approve that, add the particle system, approve that -- potentially send to the publisher to approve as well -- and when everything's signed off on, you bundle it into the next scheduled content update. An indie developer can just have some artist go "I think this would be neat" and make a change, show it around the office, and check it into source control. Done, good, on to the next thing.

Working at a big game studio was sometimes an exercise in "yeah, we'd like to do this, but we'd need another week to do this and the publisher says 'nope' on slipping the milestone by a week" or getting otherwise mired in process. And while I no longer do game dev for my day job, I do lead a small spare-time indie game company, and when the company consists of like... a graphic designer/UX person, an artist/gameplay designer, and a systems designer/writer/programmer/musician (me), there's not a lot of process involved if I want to make a change. I have no publisher I'm beholden to, and no formal org chart that all need to sign off on something. (Also I am in charge so what I say goes. *pause for maniacal laughter*)