If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...
If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
Your mileage may vary. Batteries not included

Different teams use very different development processes, with very different results.

IT Hares have collectively spent quite a bit of time developing in small- and medium-sized teams, and are ready to share their own experiences with different development processes.

Development Processes, page 1:

Choosing Version Control System for MOG development

Quote: “For game development (and unlike most of other software development projects), you’re likely to have binary files which need to be edited (representing so-called “assets”)”
Another Quote: “for open-source games, Git does have a Very Significant Advantage™”
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DevOps for MOGs

Quote: “This communication channel (coming from Operations back to Development) is extremely important to have a game which is able to work anywhere-reliably in the real world”
Another Quote: “Most importantly, our processes should allow these different production cycles to co-exist.”
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Knowledge-Sharing Architects As An Alternative to Coding Architects

Quote: “Yes, a coding architect might work (and is indeed orders of magnitude better than an architect who has no clue about the code), but a knowledge-sharing architect will generally work better.”
Another Quote: “As a nice side effect, the very same knowledge sharing weakens a dependency on the architect (and reducing any dependency on a specific person is a Universally Good Thing™).”
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C++ Guidelines – Made-to-Measure vs One-Size-Fits-All

Abstract: “After bashing all those Big Name guys for making those over-arching sets of guidelines, it is perfectly logical for me myself to do the same 😉”
Quote: “DON’T use C-style cast, EVER. If you DO need a cast – DO spend time on figuring out which of C++ *_cast<>s you really mean (and maybe, you’ll find a way to avoid that cast at all)”
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