Well, I use to work for a company that made COMPUTER games. Differant, but only slightly. You had game play design, game mechanics design, programming, art, playtesting (over and over and over...) make changes in game play and mechanics, program those changes, then more playtesting. Plus, art (not to mention sound and full motion video) are much more important in a computer game.
That said, our little 40-person company cranked out 4 titles a year, and never missed a ship date by more than a week.
How did we do that? Well, 2 things really:
1) We has a team of playtesters who worked 8 hours a day, 5 days a week, and sometines 14 hours a day 7 days a week. And let me tell you, if you think that playing the same scenario of the same game over and over day after day isn't work, well you're WRONG.
2) We had design teams that included a game designer AND a producer. The designer sat in his office with pencils and pads of paper and just thought stuff up, and the producer kept Gant charts and sent e-mails saying "I need this by 3:00 PM so Tommy can go do...". As long as the designer and producer were on the same page, projects didn't slip.
That said, our little 40-person company cranked out 4 titles a year, and never missed a ship date by more than a week.
How did we do that? Well, 2 things really:
1) We has a team of playtesters who worked 8 hours a day, 5 days a week, and sometines 14 hours a day 7 days a week. And let me tell you, if you think that playing the same scenario of the same game over and over day after day isn't work, well you're WRONG.
2) We had design teams that included a game designer AND a producer. The designer sat in his office with pencils and pads of paper and just thought stuff up, and the producer kept Gant charts and sent e-mails saying "I need this by 3:00 PM so Tommy can go do...". As long as the designer and producer were on the same page, projects didn't slip.