We divided the work so that everyone had a very clearly defined area of responsibility. So each route was written by a single writer and each character was primarily illustrated by a single artist. Everyone was able to work as independently as they liked, but also had the responsibility of organizing their work, keep others updated and coordinate with others as necessary.Representative wrote:How exactly did Four Leaf Studios structure itself when it was making Katawa Shoujo?
Asking for a bunch of friends.
Then we had a couple of leadership/management roles. The head writer tried to keep some semblance of coherence to the script, head editor bossed the editing team around, the producers dealt with general issues and the director figured out what assets were required. None of this was strictly hierarchical, at at times felt more ceremonial than anything.
That's the general idea. There's more to it, but that'd be a long writeup. If you're asking because you'd like to model your own development team after 4LS, I wouldn't necessarily recommend it. We did things the way we did partly because of some of the weird qualities of the KS project and partly because we were really inexperienced. This way had plenty of negative effects, but on the upside we managed to finish and release KS partially thanks to it.