I think how well a team works together is sometimes more important then how much knowledge you may have of some arcane framework.
I think how well a team works together is sometimes more important then how much knowledge you may have of some arcane framework.
I've also watched an entire frontend team quit and go work at a different company because, well - they were a pretty well-knit team, but more loyal to each other than to the company...
That kind of thing happens when a big company acquires a small startup, for instance (and it's the main reason I always see acquisitions/acquihires failing spectacularly) - again, all anedoctal...
1 - A team can succeed in one environment but fail in another.
2 - If the team does fail, you have a lot more rebuilding to do.
3 - Teams that are independent of company can have different loyalties. The principal-agent problem [0] gets a lot worse if an entire team is being held hostage.
4 - Many times you're not building the project team from scratch. You start with people who have succeeded on other projects.
[0] https://en.wikipedia.org/wiki/Principal%E2%80%93agent_proble...
"RPS: We’re really interested in your view on the independent games scene. I’ve just spoken to the Portal team and discussed Narbacular Drop and the job offer, and their shock and delight at finding themselves in that position…
Gabe: Something that gamers should probably understand is how important it is that game teams stick together. No matter how good a job a team does the first time they make a game they’re going to do a much better job the second or third time. There’s just so much value in a team having shared experiences to draw on, and my reaction looking at these kids was that they had done this fabulous thing. I go to all these trade shows and see all these tedious, derivative, lifeless games, and these kids had done something that was better than 98% of the gameplay I see. The idea that they wouldn’t work together again was a tragedy. They needed an opportunity to work together and ship a full-on game. If they were able to do that exciting a game the first time, then it’s nothing to what they’ll be able to do in the future. It turned out to be a really good idea."
https://www.rockpapershotgun.com/2007/11/21/rps-exclusive-ga...
Whole interview is great.
Sometimes these worked because the acquiring firm had no expertise in a particular area. The biggest impact moving in teams has is that you are familiar with a lot of the business customs already - you have a support team in place. Your shared network can grow a lot more quickly. However, with a liftout, you have enormous pressure to succeed; there's less 'onboard' time since you should know how to work in your team already.
[1] http://press.princeton.edu/titles/9128.html, Chapter 7
This is one key advantage of startups, actually. Just take your dream team, and co-found a startup with them. Find the business that your particular group can excel at. The more this becomes a viable alternative to just taking a job, the more we'll be optimizing the matching of great teams to big opportunities.
The business model for app companies and contract software firms comes to mind. The team is really a small business itself and signs contracts with other companies to build things. Is there something different to these that you'd see? Or is it the idea of a team being hired on directly by company after company vs building to a contract?
I'm sure they worked better as a team than each one in a different company now.
The problem of hiring individuals to join the firm still exists though. Although I like the approach you propose more than the "dump a bunch of resumes" approach.
I think team-matching service as you described would be something a lot of people from diverse fields will be interested in?