How about not implementing the 100th update on mining?asked by Snake Hawk
TL;DRUI staff are separate from the mining team so both can work in parallel, and giving feature teams UI ownership through Building Blocks removed the old UI bottleneck, though not everything can be worked on at once.
Because these are UI guys. They're not building the mining. The team who is doing the mining can continue to work on mining while these guys work on their other stuff. It's not an either-or proposition; all the teams don't just work on all the features.
Yeah, that's true. The main way that we support other teams at the moment, we're kind of the start and the end of the process. So Bone's team makes the initial bits for people to make their feature from, I guess. And then UI team will sometimes lend support on the visual side as well. So at the moment, we're working on some refueling stuff. So EU PU have been working on that. They've made this system that works really well. They've done UI that is OK. It doesn't look great. But they're not a team full of UI designers and artists. So what we'll do is pass some of the stuff over to our visual guys to upgrade it and make it look cool and Star Citizen. The end product is really good. In general, it's the code side that's involved with things like the star map.
I will say it's working. Those who have been following the project for a while, going back to 2014, 2015, 2016 days, might remember a familiar refrain: this feature is waiting on UI. That was such a common refrain back in those days because of what David just said earlier about how you'd get to the end of the feature, then it's like, okay, slap a UI on it. It was very clear that UI being downstream of everything was not the solution for a project as broad as Star Citizen. So not to keep harping on the success of Building Blocks, but these new refinements to process that you guys have made and the new tools that you've provided have definitely sped up the process. That said, like any team on Star Citizen, there are only so many things we can work on at any given time. You have to prioritize and stuff like that. So not everything can be worked on all at once.
I was at this point of that, when everyone was waiting for UI, and this is why Chris correctly pivoted the team at that point and said, this isn't going to work, because we want to grow how many features we're going to develop. Unless we just magic out of thin air another 20 UI guys, it's just not going to grow. It just turns into a great big bottleneck. So that is why around 2017, I think it was, we did change the mechanism, so you develop the UI and go wide and spread it across a lot of these teams. I want to say put the onus back on them, because when any trouble comes in, it's not just developing it, it's at release time. Inevitably, there's a few problems with any given feature, but if you have 10 features and each of them have a few UI bugs in them and they all have to be done by one UI team, it becomes a real bottleneck. So it was really good to go wide across the company and each of those guys then get the ownership of their particular feature from start to finish and not just go, it's done, just needs UI. We're just waiting on UI guys. It's like, you are the UI guys now, with nice fancy graphics and animations from the art and design departments.