- Seagull/distant management:
-- Single team decides time allocation and content for every game regardless of sprint planning, gets communicated via a webpage/producer.
-- No interaction with anyone outside the studio besides monthly lunches or being together for a week start.
-- Praises other companies for certain behaviour (frequent two-week updates, good performance, great KPIs) then subsequently don't allocate time for existing projects to attempt the same
-- Still in a mindframe where they drop a game on the platform and leave it there
-- Discussing with 5 IP holders at this moment with only 5 developers in the studio doing 4 different existing projects, with 2 projects "on hold".
- Codebase is abhorrent but close to no dev time is allocated for the rework.
- Lead developer is effectively a senior developer
- No peer reviews, no post-mortems, no organised welcomes/farewells. Game releases are celebrated only for largest projects.
- Open plan office