After evaluating quite a few of my resources I found that a lot of them despite being from different companies, making entirely different games and across different devices all seemed to have very strong similarities to each other. The only time the information didn’t seem the same often was when it came to their company philosophies, but truthfully their interests seemed aligned, so they were useful for filling in parts that I didn’t understand from the other development plans.
Among the things that I compared was team sizes which were different but nothing larger than 15 some as small as 4, so pretty small by industry standards. The team compositions seemed to differ very wildly though, because large companies could use an entire other department to do their server maintenance or their advertising, whereas some teams had only the 4 members in the entire company. This meant they all had to be good at bunch of different jobs or hire out for work they couldn’t do. Although not a single project plan I read about mentioned using Agile, Kanban or any other waste management/efficiency style they did all have a way to prevent wasting their time.
Another feature they seemed to share was their communication plans, which was tied to very strong open communication with little to no oversight and in some cases no bosses keeping tabs on them. It was odd, because even in the big companies they took this approach even if their normal method was heavy deadlines with lots of oversight and interventions when they thought was necessary. After adding all this up I am coming to the conclusion that these companies probably all chose these routes, because it seems to be the most efficient way to conduct business. Its very similar to how they all chose to market, develop and design their games off the behavioral psychology that encourages addictive behaviors.