Hollenshead: I wasn't at id in the beginning but I know of Quake 2 the development team was 12 people. Now are art team is 11 people and we need to hire two more. So the entire development team on Quake 2 was smaller than the art staff on Rage so that changes a lot of different things in how you work with people.
Before there was John [Carmack], the owners, a couple of programmers, a couple of artists and everybody was talking to everybody. But now it's not really efficient. We've got set of responsibilities, so we've got a lead programmer, a lead designer, a lead artist and all that. We did require some structural changes in terms of how people line up, chain of command stuff and things like that.
The development cycle has increased significantly and we're probably a bit more business-y than we used to be, but when you're getting towards 40 employees and you anticipate getting over that ultimately it requires you to have some rules.
Like before we had no vacation policy; it was like, if you take off too much time you got your ass kicked out. Where as now we have approved vacations, somebody tracks all this stuff and there's a lot more administration stuff