Favor Feature Teams
When I first began to consult for a certain California-based game studio, its teams were organized around the specific elements and objects that would exist in the video game it was developing. There was a separate team for each character. There were weapons teams, a vehicle team, and so on. This led to problems, such as weapons too weak to kill the monsters, colors too dark to show secret passages, and obstacles that frustrated even the most patient player.
On more traditional, corporate projects, we see equivalent problems when teams organize around the layers of an application. For example, a typical early-stage mistake for the project whose architecture is shown in Figure 10.4 would be to have four teams: a rich client ...
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