Megalomaniak reason I linked the WoW credits was precisely because it listed people and the positions they were in. I'd at minimum consider 1 person for each position in the US/home office. I think it's initially safe to ignore the other/international branches. But in terms of approximate amount of people needed I'd say it gives a good general idea.
Once you have the key positions filled in, it's the people working the positions who can tell you how overwhelming their respective workloads are and how desperate for additional hands on deck they might be.
I didn't see things in this way, so my apologies.
duane You haven't said how you're going to build the back end
What is a back end?
duane Your computers should mostly be focused on the hardware necessary for playing the game and graphics design.
So, if the recommended hardware for mediumhigh settings are Ryzen 5 3200, 16 GB of RAM and a 1060, I can use pretty much the same hardware for programming, or adjust a little bit more for a Ryzen 7, 32 GB RAM and a 2060 or AMD equivalent?
The "starter" workstation for Blender sculpting and Armor Paint it's something like Ryzen 9 3D with 128 GB of RAM and a 24 GB RAM GPU with NVME (two disks in raid 0 if possible), the ideal would be a Threadreaper 3264 cores with 1 TB RAM for large procedural materials that will be exported to textures, but I think it's too much for the programming.
duane If you're using godot, I don't think compiling is going to be a serious bottleneck.
Now we almost hit a answer, I'm trying to figure out what it's important in the hardware, let's say that a single sata 3 sdd 450 mb write speed will compile the game in 10 minutes, so 1 NVME 2000 can decrease this time to 2:30 if processor and ram are fast enough to write all this data, the balance between processor - ram - hard disk is my main doubt, I don't see to much sense in buy a Threadreaper with 64 cores and 2 TB of ECC DDR 5 for a single NVME 2000 mb, like I don't see any sense in get a single XEON with 64 GB RAM and 20 NVME over 7000 mb in raid 0 , I need to find the balance between things, but I'm not a programmer so I don't what is "most" important, and what is "just" important.
For sculpting in Blender for example, I know that processor and RAM are the "most" important and GPU is "just" important, a 2060 will be fine. (hard to believe but's true).
For texturing in other hand, half of RAM and processor of the sculpting machine will be enough, but at least a 3090 (prefer 4090) it's recommended.
For godot and programming I have no idea.
MikeCL But here's some advice on how you can figure it out.
MikeCL try to find senior people
That's why I'm here, trying to look for seniors in Godot to figure out what is important in hardware for programming. Tons of TB of hard disk, tons of GB of RAM, if a Thredreaper is required or a Ryzen 7 do the job.
MikeCL you might have a rough idea of the types of resources and talent needed
For art yes, for programming no.
MikeCL Not entirely sure if I interpreted your question correctly, but hope it helps.
It helped a lot. My problem is find a programmer that already worked with games and can explain his difficulties, argument why the X point of a project is more complicated than the B point and why Y tech is a good or a bad idea for each kind of game.
It's possible to rent a server like machine with any Linux based distribution and test the database and speed and etc. So a server it's not important for now, specially considering that It's possible to run PROXMOX in almost any machine and do the very basic connections and security tests.
duane And bear in mind that the more your developers are focused on windows, the better off you'll be. Your customers are using windows. Even for the back-end development, you can use windows. It's generally easier to work in virtual linux and ssh than virtual windows.
Windows is around 1600 BRL (Brazilian money), Adobe around 2400 BRL a year, ZBrush around 2400 BRL a year and a minimum payment for 20 days of work 8 hours each day is around 1200 BRL (7.5 BRL / Hour), just ONE machine will cost 6400 BRL a year, with 20 machines (128.000 BRL), for 30 machines (192.000 BLR), I can hire a little group of very skilled designers or programmers for two years or more.
My intention is have a company that develop Linux games and them port them to Windows with 0 software cost, so I can have better machines and better people around, Mac will be out of the list because a single mac mini is around 7000+ BRL with minimum config.
Windows will be only for compile the project and run tests on a test machine.
Toxe Then I would humbly suggest that you start small with your first game. Like, really small. Tetris, Pong, Breakout, Super Mario Bros.
Do not try to make an MMO as your first game. Anything related to multiplayer is pretty much the most complicated thing you can do. Do small and simple games first, especially before you take any amount of money into your hand.
I quote the MMO, but it's a long time project to be developed, and it was a bad idea to comment about it, I fully understand how hard it is to record all mocaps, find out people that is able to do mocap, create game styles for each character, bones for body and clothes, a create your character with some customization (at least with models like Hogwarts Legacy or Cyber Punk), database design is too complex and etc, considering all medium works like edit textures and etc, so I'm gonna release smaller 3D projects, like a 35 hours game or so.
Maybe something like Kena (a simplified version of it), easy scenarios for Geo-Nodes, possible to repeat textures a lot of times and 510 enemies, and many mocaps can be found in free packages, Adobe have a web site with a lot of them.
xyz You'll need at least 25 coders and 25 visual artists, and as many computers, excluding servers... given that you all know what you're doing.
On the second thought, more like 50 coders and 50 visual artists.
That's a solid answer, so know I know I can start with less than 25, and the indie games can be used to hire more people over time, until reach 50 and later 100, and so on.
xyz game production is extremely demanding process, even for small games, let alone AAA-like stuff, not to mention MMOs on top of that. If you're really interested in doing it, start with internship (or a paid position if you can) in a studio that produces titles comparable to what you aim for, to experience firsthand how the sausage is made and what is the scope of involved resources.
Brazil have one game development company PULSATRIX and get a job in there right now it's not possible, due to some healthy problems I never created a 3D portfolio, I have a lot of knowledge but nothing showing it, so one step at time. I'm just trying to reach the PC price for programming and other stuff to start a crowdfunding campaign to it.
And like I've said, Geo-Nodes and Blender Kit reduces 80% some times more or less depending of what is being done and how is being done, so I can literally develop the entire "world" of a game in a couple hours, for people with extreme knowledge about it, it's even possible to develop the entire base (sketch) 3D of Night City in a couple of hours and them create some builds and assign to the blocks, there is even thing like city generators for Blender, with texture, baking and little adjustments, it's possible to build it in less than a month with one really skilled person or 2. Off-course, repeating shapes and textures like NC does and no internal apartments or furniture.
Programming is a real issue because there is no shortcuts like Geo-Nodes and some other decisions like use GPU Draw inside of Godot for grass instead of regular meshes for blender and hit-boxes for attacks, particles, dynamic shaders, hit-boxes for body when character is hited.
Toxe I don't suspect trolling, I think it's more like what is pretty much a cliché at this point: the beginner with no experience who cannot program and hasn't made even a simple Pong clone but wants to make an MMO as their first project.
The MMO its a long time project, not first one. I'm ambitious not a complete idiot.