1) Pretty young work force, we essentially trained everyone who came in.
2) typical team was 2-3 devs, 1-2 QA, project manager, product manager. Typical dev time was 6-9 months.
3) Waterfall has a pretty amorphous definition, our implementation not very pure, which is probably why it succeeded. Each component of a new release would start testing as soon as engineers had something testable. When all components passed QA we’d go into alpha, then beta.
4) It was consumer software, specifically targeted to graphics professionals on Mac/Windows. We had hundreds of thousands of customers, and delivered physically in floppies and CD Rom.