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.
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.