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Re:What Programming a Game in 48 Hours Taught Me About Progr... by ha-ha-ha on Wednesday August 28, 2013 @08:24PM (#6293547)
Hah, very interesting.

On the other hand companies generally put their very best developers on new products and features - i.e. writing those first 1000 lines. While the mediocre devs get to extend and maintain those products/features, by copy paste or what got you.

Re:What Programming a Game in 48 Hours Taught Me About Progr... by mapleoin on Thursday August 29, 2013 @03:58AM (#6294766)
That's because those first 1000 lines of code contain the project architecture and style which will heavily influence the next 10000 lines.
Re:What Programming a Game in 48 Hours Taught Me About Progr... by leokun on Thursday August 29, 2013 @01:08AM (#6294375)
I have never heard of a place where "mediocre devs" get siloed off as a normal way of operating a business. If you have under-performing engineers you should change your hiring and think about mentoring or exits for those you have already.
Re:What Programming a Game in 48 Hours Taught Me About Progr... by fournm on Thursday August 29, 2013 @05:22AM (#6294978)
It's more common in enterprise-y settings, since you don't have to pay them as much. Hire a few senior people to do the heavy lifting and stick all the maintenance programming stuff on the others.
Re:What Programming a Game in 48 Hours Taught Me About Progr... by leokun on Thursday August 29, 2013 @01:44PM (#6297261)
Do they know they are considered mediocre? I think I might change my career if I ended up like that.
Re:What Programming a Game in 48 Hours Taught Me About Progr... by chii on Thursday August 29, 2013 @01:01AM (#6294357)
that's because its more fun to work on that new 1000 lines, vs having to dredge thru old code to add the 1000 lines.