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Typical game dev teamsNovember 2nd, 2007 |
From a comment in the last post :
Is there an outline somewhere that one of you professional game people can point to that describes, in general terms, the people involved (by title/position) and what they actually do in a game-production team? What does a ‘designer’ do? And I’m sure that varies a great deal with individual projects and particularly with team size, but I’d love to be able to follow along with these conversations.
Sure. Note, lots of variation here, but this is the gist of it. Roles often get combined.
- Business owner (often called exec producer)
Manages:
- Process owner (often called producer or director)
- Vision owner (often called director or producer, sometimes lead designer)
Those two may be the same person. May not. They manage, directly or indirectly:
- Manager of programmers (often called technical director or lead programmer)
- Manager of artists (often called art director)
- Manager of designers (often called lead designer)
Each of these then can have a team:
- Specialty lead (lead client programmer, lead systems designer, lead animator, etc)
- Specialists (systems designer, scripter, environment artist, rigger, UI programmer)
Sound and music often use centralized or outsourced resources, so you may or may not have in the mix:
- SFX people
- Composer
- Cutscene people
Then there’s QA, marketing, etc, but typically these have their own management tree.
Typical specialties:
- Rendering: the compelx programming required to get pictures on the screen.
- Network programming:programming for network based play is its own speciality.
- Database programming: so is programming to interact with databases.
- Engine programming: usually the guts of how a game works.
- Gameplay programing: usuallysystems specific to a game.
- UI programming: usually someone has to be devoted to just the HUD and controls.
- Tools programming: every team has someone who makes tools for everyone else. Maya exporters, placement tools, etc.
- FX programming: stuff like particle systems often consume insane amounts of time.
- Systems design: designing how the gameplay will actually work.
- Game balance: running numbers, mostly. A highly valuable (and rare) subspecialty.
- User interface design: often pushed off on artists or lead designers.
- Behavioral scripting: adding new game behaviors — this is what we usually think of as “scripting designers.”
- Writing: what it says on the tin.
- Content design (quest writing, itemization, etc): filling in data in tables, usually.
- Level design: map building. Straddles the line between art and design, usually.
- Texturing: making pretty textures.
- Technical artist: may write shaders in code. May help set the tech specs for the art.
- Modeling: making 3d meshes.
- Rigging: setting them up to animate.
- Animating: actally animating them. These two are not the same thing, and some people ar ebetter at one than the other.
- Environment creation: a specialty of artist that is good at making places.
- Lighting: oftne pushed off on one artist, but there’s a bunch of chops required.
- Foley: sound effects.
- Music
I am sure I am forgetting some. All these roles always exist, it’s a question of how many hats someone wears.

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, kids equipped with Nintendo’s Brain Age were found to become better at math, faster in exams, and most interestingly, better behaved in class. For my readers who are new to this industry: Raph Koster has posted a nicesummary of every rolein a game development team. You might be surprised by its length. Via Kim, a game called Swypeout that ships with a USB bar code reader. Collectable Swypeout cards can be purchased, processed by the reader, and imported into an online racing game
Raph Koster’s blog
[...] Koster publica hoje no seu blog aquilo que ele considera serem as posições de uma equipa de produção de videojogos AAA. Como [...]
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ttp://www.raphkoster.com/2007/11/02/typical-game-dev-teams/trackback/ Raph Koster has some useful i…
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[...] reference, here is Raph Koster’s llst of typical game development roles which I think is fantastic. You can see how teams of 50-100 people aren’t unreasonable in [...]
[...] Jeff Freeman said on November 12th, 2007 at 10:22 pm: Morgan, for a company that’s essentially making tools for game designers, that chart is remarkably designer-lite. [...]