There would be a large room off of a hallway, divided into 8 offices, arranged like this:
+---------+---------+
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+-----+ -+- +-----+
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+-----+ +-----+
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+-----+ +-----+
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+-------| |-------+
Each office had floor to ceiling walls, with a door and a large window. Need to be left along to do some deep work or deep thinking? Close your door. Want to be more sociable? Open your door. Put nice chairs or small sofas in the common area in the middle so people can hang out there when not doing something that requires being at their computer (e.g., reading printed documentation).The larger offices at the top can be used for more senior people, or the group manager, or for a lab, or a library, or a break room.
You could extend this to two teams working on different projects but under a common manager or senior engineer by putting them in separate clusters side by side, and merging the adjacent top offices so that the common manager or senior engineer's office is part of both clusters:
+---------+---------+---------+---------+
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+-----+ -+- +-----+-----+ -+- +-----+
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+-----+ +-----+-----+ +-----+
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+-----+ +-----+-----+ +-----+
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+-------| |-------+-------| |-------+
What we were doing was video games for early consoles, mostly Mattel Intellivision but later also for Atari VCS, and also later for the Commodore VIC-20 computer. That kind of work required a mix of brainstorming and collaboration with periods where you really need to concentrate without being disturbed to figure out how to actually make it work on the hardware (weird processor, weird graphics chip, under 200 bytes of RAM (although later cartridges could have RAM which allowed some games to have more), a couple K ROM, and all programmed in assembly language). That office layout supported that quite well.