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Game Development: Teamwork and Developer Roles

Lecture



Game development – this is a complex process that requires the coordinated work of many specialists from various professions. Computer game development (gamedev) — the process of creating computer games.

Every member of the team makes their own unique contribution to the creation of the game world. In this lecture we will examine the main roles on a game development team, how they relate to one another, and the key skills necessary for successful work.

Computer game development can be carried out either by a single person or by a company (a team of developers). Commercial games are created by teams of developers hired by a single company. Companies may specialize in producing games for personal computers, game consoles, or tablet computers. Development may be financed by another, larger company — a publisher. Once development is complete, the publishing company handles the distribution of the game and bears the associated costs. The opposite approach is development in which the company independently (without the involvement of publishers) distributes copies of the game, for example by means of digital distribution.

The development of the largest-budget games can cost tens of millions of US dollars, and over the past two decades these budgets have grown continuously, as have the sizes of development teams and development timelines. Thus, in the late nineties a game for the PlayStation console for the end buyer — could be made by a team of 10 people in a year; for the PlayStation 2 (the first half of the 2000s) a team of 30-50 people and two years of development were required; and by 2012 it was already a matter of teams of more than 100 developers and a timeframe of around three years. According to Alex Moore, a game designer at Sumo Digital, if the price of a game for the end consumer had grown in the same proportion, games in 2012 would have cost 1,800 US dollars each; in other words, in order to recoup the increased budgets while keeping the same store prices, publishing companies have to sell many more copies of their games.

A large-budget game for two platforms — the Xbox 360 and the PlayStation 3 — cost an average of 20 million dollars in 2012, and in order to break even it had to sell around two million copies.

Structure of a game development team

In the early 1980s, after the appearance of the first home computers and game consoles, a single programmer could handle almost all of the tasks involved in developing a game. The development of modern games requires a wide range of skills and support staff. Working on a single project requires entire teams, which usually include representatives of a number of specializations. A typical game development team includes the following specialists and professions:

  • Game designer: Develops the game concept, game mechanics, levels, and story.
  • Programmer: Creates the game's program code, implements the game mechanics and the interaction with the user.
  • Artist: Creates the game's visual elements: characters, environments, interface.
  • Sound designer: Creates sound effects, music, and voices the characters.
  • Tester: Checks the game for errors and inconsistencies.
  • Producer: Coordinates the team's work, oversees the budget and the development schedule.
  • Game designer:

    • Develops the game concept and its mechanics.
    • Creates design documents describing all aspects of the game.
  • Programmer:

    • Writes the code that provides the game's functionality and logic.
    • Works on optimization and bug fixing.
  • Artist:

    • Creates the game's visual elements: characters, environments, interfaces.
    • Works on animation and visual effects.
  • Sound designer:

    • Develops the game's sound design: music, sound effects, voice acting.
    • Provides a sound atmosphere that matches the gameplay.
  • Tester:

    • Checks the game for bugs and errors.
    • Evaluates usability and playability.

Producer

Game development is overseen by internal and external producers. External producers are those whom the publisher assigns to the development team in order to monitor the progress of development and keep track of budget spending. Internal producers are considered to be those who work at the studio developing the game. They manage the development team, schedules, and progress reports, hire and assign staff, and so on. A producer's responsibilities include public relations, negotiations, signing contracts, maintaining communication between staff and stakeholders, keeping to the schedule and budget, ensuring quality, and managing beta testing and localization. A person in this position may also be called a project manager, project lead, or director.

Publisher

A computer game publisher — a company that publishes/releases computer games. Games may be either created by the publishing company or developed by another company. Like publishers of books or DVD films, computer game publishers are responsible for the production and marketing of their product, including market research and all aspects of advertising.

Publishers usually finance development, sometimes by paying a computer game developer (the publisher calls this external development), and sometimes by paying an internal staff of developers, called a studio. Consequently, they also, as a rule, own the rights to the game. Large computer game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger computer game publishers) to distribute the games they publish.

Other functions typically performed by a publisher include paying for any license the game uses (a music license, a license to use a brand, etc.), paying to localize the game, and creating graphic design elements such as the design of the game's box and cover, and so on.

Large publishers may also try to increase efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly used features.

Since the publisher usually finances the game's development, it usually tries to manage development risk together with producers or project managers. This makes it possible to monitor the developers' progress and help when necessary. Most computer games created by a third-party developer are paid for with periodic royalty advances. These advances are paid out when the developer reaches certain development stages, called milestones.

Independent developers create games without a publisher and can choose the method of distribution themselves. Sometimes independent developers turn to publishers so that the latter can help them with the promotion and/or distribution of the game.

The development team

Development teams can range in size from small groups of two or three people who make casual games at home, to hundreds or even thousands of employees who create large-scale games. Companies divide up the subtasks of game development. Individual job titles may differ, but the roles across the industry are the same. A development team consists of several employees. Some of them may perform several roles; likewise, several tasks may be done by the same employee. Team size can range from 20 to 100 or more people, depending on the scale of the game. Artists make up the largest share of the team, followed by programmers, then game designers, then audio specialists, as well as two or three producers who take on management. People in these positions work full time. In other positions, such as testers, employees may work part time. Salaries in these positions depend on the employee's experience and location. The salary of an entry-level programmer in the US averages around 70,000 dollars a year, while an experienced one earns 125,000.

The development team includes the positions presented below.

Game designer

A game designer — is the person who designs the gameplay, conceiving and designing the rules and structure of the game. Development teams usually have a lead game designer who coordinates the work of the other game designers. They are the ones who, better than others, understand what the game will be. One of a game designer's tasks — is to think through how the narrative in the game will unfold, to think through dialogue, commentary, cutscenes, the packaging of the game at sale, hints, and so on. On large projects there are often separate game designers for different parts of the game, for example, a game designer for game mechanics, for the user interface, for characters, for dialogue, etc.

Artist

The artist draws how the game will look. The art department usually has a director or lead, whose responsibilities include making sure that colleagues share the same vision of the game. The director leads the department, plans and coordinates their actions within the entire development team[20].

An artist's work can be 2D- or 3D-oriented. 2D artists can create concept art, sprites, textures, background and terrain images, and the user interface[24]. 3D artists can create models or polygonal meshes[, animation, three-dimensional environments, and cinematics[29]. Artists sometimes perform both roles (2D and 3D).

Programmer

A game programmer — is a software engineer who mainly develops computer games or software related to them (such as game development tools). All work with the source code is done by programmers]. As a rule, there are one or more lead programmers[32] who implement the initial codebase, plan the future development of the project, and also coordinate the other programmers.

A game programmer may be engaged in developing such aspects as:

  • Physics — programming the game engine, including the simulation of «physics» (the physical model) — the movement of objects, collisions, etc.;
  • Artificial intelligence (AI) — creating computer agents using AI methods; this includes writing scripts, planning, logic programming, etc.
  • Graphics — managing the use of graphic content and the computer's memory; developing the graphics engine, integrating three-dimensional models and textures to work with the physics engine.
  • Audio — integrating music, speech, and sound effects at the right place and time.
  • Gameplay — implementing various game mechanics and features;
  • Scripting — developing and maintaining a high-level command system for various in-game tasks, such as AI, level editor triggers, etc.
  • User interface — programming menu items, the visual interface, the help and feedback system, etc.
  • Input devices — handling and configuring the operation of various input devices, such as the keyboard, mouse, gamepad, etc.
  • Network communications — managing data input and output for local networks or for the Internet.
  • Game development tools — producing supporting specialized software that accompanies game development; used more often to assist designers and writers.

Game Development: Teamwork and Developer Roles

Level designer

A level designer — is the person who creates levels, challenges, or missions for computer video games, using game development tools or other programs[33][34]. These may be publicly available commercial 3D or 2D design programs, or specially developed level editors created for a specific game.

Level designers work with both the unfinished and the finished version of the game. Game programmers usually develop the level editors and game development tools for level designers to use. This spares the designers from having to access or modify the game code. Designers can use a high-level and/or scripting programming language in order to define the interactive interplay between the player and the AI. Unlike level-editing tools, which are sometimes made available to the player community, level designers often work with mock-ups and prototypes aimed at consistency and clarity of layout, and this work can be done before the art portion is finished.

Sound designer

Sound designers are technical specialists responsible for the sound effects and audio throughout the game. Sometimes they supervise the creation of voice and other sound sets. Composers, who create the musical part of the game, are members of the development team working with sound, although this work is often outsourced. Game creators also commission music from music producers.

Tester

Quality assurance is carried out through testing. A tester analyzes the computer game and documents the defects and errors they find, which is part of the entire quality control process. Testing, as a rule, requires good computer knowledge and competence in analysis.

Testers verify that the game matches what was designed: it should work as intended and bring the player enjoyment. This includes testing all features, compatibility, localization, etc. Although testing is necessary throughout the entire development process, it can be expensive and is often used intensively only during the completion of the project.

Interaction between team members

  • Game designer and programmer: Joint work on implementing game mechanics.
  • Game designer and artist: Creating the visual embodiment of game ideas.
  • Programmer and artist: Integrating graphic elements into the game.
  • All team members: Regular meetings and exchange of information to coordinate the work.

The importance of communication

Effective communication — is the key to a team's successful work. Regular meetings, the use of collaboration tools, and openness to feedback help avoid misunderstandings and speed up the development process.

Key skills for teamwork

  • Communication skills: The ability to express your thoughts clearly, listen to others, and work as part of a team.
  • Creativity: The ability to generate new ideas and find unconventional solutions.
  • Analytical skills: The ability to analyze information and make well-considered decisions.
  • The ability to work under deadlines: The ability to work effectively under time pressure.
  • Flexibility: A readiness to adapt to changes and new tasks.

Stages of game development

  1. Design:

    • Defining the concept and creating a design document.
    • Planning the development stages and distributing tasks.
  2. Programming:

    • Writing code and creating prototypes.
    • Integrating visual and audio elements.
  3. Graphics and design:

    • Creating and animating visual elements.
    • Developing the user interface.
  4. Sound design:

    • Recording and integrating sound effects and music.
    • Testing the audio.
  5. Testing:

    • Finding and fixing bugs.
    • Evaluating playability and making improvements.
  6. Polishing and optimization:

    • Final refinement of the game.
    • Performance optimization and preparation for release.

Game Development: Teamwork and Developer Roles

Game Development: Teamwork and Developer Roles

Game Development: Teamwork and Developer Roles

Game Development: Teamwork and Developer Roles

Game Development: Teamwork and Developer Roles

Problems faced by game development teams

  • Inconsistency: Differences in the vision of the project among different team members.
  • Lack of communication: A shortage of communication between team members.
  • Planning problems: Unclear definition of tasks and deadlines.
  • Technical difficulties: The arising of unforeseen technical problems.

How to improve teamwork

  • Clear definition of roles and responsibilities: Each team member must clearly understand their role and tasks.
  • Regular meetings: They allow the team to discuss the progress of work, solve problems, and adjust plans.
  • Use of collaboration tools: Tools such as Trello and Jira help organize the team's work.
  • Creating a positive atmosphere: It is important to create a friendly and supportive atmosphere on the team.
  • Continuous learning and development: Team members must continually develop their skills and knowledge.

Game Development: Teamwork and Developer Roles

matrix and hierarchical organization of a development team

Game engine

A game engine — a set of programs that carry out the most complex, resource-intensive, and routine tasks that previously fell to game programmers: rendering graphics, pathfinding, converting models from 3D editors into the game, physics calculations, collision calculations, optimizing the use of processor resources, and much more.

Project documentation

Ever since entire teams of developers began working on games, the need arose to document the development process. On the one hand, this makes it somewhat easier to find colleagues and investment; on the other, it makes it possible to plan the budget and coordinate development. The content and list of documents vary considerably depending on the level of the developer, but here are 3 main documents:

  • concept document — 2-6 pages of text, diluted where possible with illustrations, showing the main features of the game, from which one can roughly see what resources development will require
  • design document — once it becomes clear that the pre-production stage will be passed, the concept doc begins to accumulate details and turn into a design document
  • proposal document (English: proposal document) — a brief description of the game, without internal development details, explaining to a potential investor why the game will turn a profit
  • technical design document — among small Russian developers it is, as a rule, not singled out separately; it describes the technical requirements for the game (such as the polygon budget, frames per second (fps), memory footprint, portability, use of databases, anti-cheat measures, use of multithreading); it defines the utilities and programming languages used.

The development process

The game development process usually includes the following stages:

  • preparation («pre-production» from English: pre production);
  • refinement of the game design;
  • production;
  • support.

The stages may vary depending on the company's preferences and the specifics of the project.

The pre-production process

Game Development: Teamwork and Developer Roles

The early stages of game development are often characterized by low-quality graphics. This is especially true of various game prototypes.

Once the initial idea of the game has taken shape, the production risks and budgets need to be assessed and staffing questions decided.

The necessary volume of content is calculated, and the time and money costs for it are estimated. It is decided what level and how many artists are needed for the game, and for how long they need to be hired. The most suitable game engine for the game is chosen, and the level of graphics it can handle is assessed. Prototypes of the game's main elements are created.

A polygon budget is drawn up — how many polygons can be spent on game entities, how many entities can be on screen at once, how many polygons to leave for the environment. In the case of multiplayer games, the potential performance of the server is assessed. A financial budget is drawn up.

In the more common case, where the developer and the publisher are different companies, the idea must be proposed to management, approved, and put forward for consideration by publishers. A working demo can help in this matter, but it is not mandatory for a reputable publisher with a good reputation. If an interested publisher is found, production can begin. Today, a game idea rarely convinces if no publisher is interested in it.

If the developer is also the publisher, or if both are divisions of the same company, then only top management has to give approval. However, depending on the size of the publishing company, it may take several attempts before the idea makes its way up through all the layers of management.

The representative of the project is usually the game designer, but it may also be a person from the game industry in any other position. Before the start of full-scale production, the game designer must write a design document — a detailed document describing the concept and gameplay. It may also contain some preliminary sketches (drafts, drawings) of various aspects of the game. Some game designers even include in the design document a rough working prototype demonstrating one or more sides of the game. Usually the design document combines all or most of the materials of the initial concept. The main feature of the design document — is its «liveness» — in reality it will not be finished as long as the game is in development. It may change every week, sometimes — every day. Therefore, even though the design document must exist in some form before the start of full-scale production, it is almost never a finished design, although it may describe many aspects of all the stages of a fully designed game.

Before an approved design appears, the core team of programmers and artists can begin working on ideas. Programmers can develop initial prototypes to demonstrate one or more features that certain intermediaries want to see in the game. Or they can begin developing the framework that will ultimately be used by the game. Artists can draw sketches as a springboard for developing the actual game assets. At first the producer may work on the game part-time, but increase their involvement as development progresses.

Production

An enormous amount of work is done during the main production stage. Programmers write the source code, artists draw the graphics (sprites or 3D models of game elements). Sound engineers develop sound effects, and composers write the music for the game. Level designers create levels, and writers write dialogue for scripted scenes and non-player characters.

All this time the game designer supplements and modifies the game design to reflect the current vision of the game. Some features or levels may be removed, some added. The artistic treatment may evolve, and the story (backstory) — change. A new target platform may appear, as well as a new target audience. All these changes must be documented, and most of them must appear in the design document.

In terms of time, the first level of the game takes the longest of all to develop. Since level designers and artists use tools to create levels, they require features and changes in the internal tools. As new features appear, some levels may become outdated, so various fixes may be made to the first level of the game. In addition, owing to the dynamic nature of game development, the design vision of the first level may change over time. It is quite common to spend more than 12 months on the first level over the course of a three-year game development. Subsequent levels may be developed significantly faster, since the feature list becomes more complete and the vision of the game — clearer.

Testers get involved with the game when something «playable» appears. This may be a single level or a subset of the game that can be used within any reasonable limits. In the early stage, testing the game takes up a relatively small share of a single tester's time; at any given time testers may be responsible for several games at once. As development approaches its end, one game may begin to take up all of the testers' time — and even overtime — as they try to test new features for which regression tests exist. Today testing is vital for games, since, owing to the complexity of most of them, a single change can lead to catastrophic consequences.

Support

In the ordinary case, support consists of releasing patches to fix errors found after the game's release. However, in the case of massively multiplayer online games (MMOs), support may equal or even exceed production in terms of both effort and time, since a successful MMO must continuously evolve and expand in order to avoid player churn.

Outsourcing

Some aspects of computer game production, such as the creation and selection of music and sound, voice acting, or motion capture, often require large and not always sensible financial investments that may be beyond the means of a developer (it can be effective only if the developer creates several games at once and has internal departments to handle specific tasks). It is not profitable for companies to hire in-house staff to perform these tasks, so most developers resort to the services of subcontractors to carry out part of their project — they outsource them.

Plans regarding outsourcing are considered during the pre-production stage; that is when the necessary time and financial costs for work that will be performed outside the developer company are calculated.

  • However, some modular tools, such as a video compressor or a level editor, may be handed off to another studio for development.
  • The prices for creating music tracks differ in cost depending on length, method of production (synthesis or live performance), and the composer's experience. In 2003, a minute of high-quality synthesized music cost 600—1500 dollars; 60 minutes of music for a game with 20 hours of gameplay could cost the publisher 50-60 thousand dollars.
  • Voice acting as an aspect of production is well suited to outsourcing, since it requires a set of specific, highly specialized skills. Only the largest publishers take voice actors onto their staff.
  • Motion capture studios are expensive and complex to build, so it is impractical for small companies to have their own motion capture studios, and it is far more cost-effective to use the services of outsourcing companies.

Conclusion

Working on a game development team – this is a fascinating but complex process that requires from every team member high qualification, communication skills, and a readiness to cooperate. The success of the project depends on the coordinated work of the entire team.

Questions for self-assessment and discussion

  • Which roles on a game development team do you consider the most important?
  • Which collaboration tools have you used or heard about?
  • How can communication on a game development team be improved?

Assignments for independent work

  • Analyze the structure of the development team of some well-known game.
  • Compile a list of the necessary skills for a game designer, a programmer, and an artist.
  • Develop a simple work plan for a small development team.

See also

  • Game development methodologies (Agile, Scrum)
  • Project management in the game industry
  • Creating game prototypes
  • Game testing
  • Using game engines
  • [[b6125]]
  • [[b9562]]
  • [[b12592]]

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Lectures and tutorial on "Computer games developming, game-design"

Terms: Computer games developming, game-design