Give me an example of a team that would be difficult to chart velocity for.
Jake RossLead Producer
I'd say an R&D-heavy team. Any of our core tech teams or gameplay feature teams, it can be difficult sometimes to get a handle on that because the work items, if you want to call it that, the cups that they're putting through the pipe, are not cups. They're foundational technological marvels that people are building. And so it's hard to measure and quantify and compare apples to apples in that way. So what you can look at is sort of individual developer velocity. So you can look at it down to the developer level, like how's this person doing versus that person? And it's a way to help alleviate blockers and help somebody to improve in their craft.
starfarer.space · Star Citizen Live Gamedev: Production Discussion