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Re:Mattermost: Open-source, on-premises, Slack alternative by nadams on Wednesday June 24, 2015 @09:49AM (#9771521)
> Don't want to troll you guys here, but if you're a video game company why are you spending so much time building a Slack clone?

I think a better perspective is that this is a tool they needed/wanted and built it - it's really no different than a map editor. Also some companies like Google have a X% time to work on a "personal" project during work hours - and this could be the result of that.

Re:Mattermost: Open-source, on-premises, Slack alternative by jqueryin on Wednesday June 24, 2015 @10:20AM (#9771734)
Sounds like a lot of burndown on your non-core competency IMO, but thanks for releasing.
Re:Mattermost: Open-source, on-premises, Slack alternative by PopeOfNope on Wednesday June 24, 2015 @10:52AM (#9771965)
Not all companies track sprints by the hour. :) Dev times for AAA video games are in years, not months. After working for both web and game companies, I find the development mindset for each to be remarkably incompatible.
Re:Mattermost: Open-source, on-premises, Slack alternative by daheza on Wednesday June 24, 2015 @04:43PM (#9774341)
Have you noticed any other development differences between web and game companies? This would make a great blog post.
Re:Mattermost: Open-source, on-premises, Slack alternative by shanemhansen on Wednesday June 24, 2015 @06:53PM (#9775016)
I've noticed one difference. Game companies locally are known as sweatshops. I've literally talked to their recruiters who laugh as they share stories about how some game dev. had his wife calling to ask if he could come home for a few hours because she hadn't seem him in a week.

They have this crazy idea called "crunch time" which seems to be the same thing as "all the time". Also, because so many people go into CS programs because they want to make games, game companies aren't forced to pay very high salaries.