Game Design & Development positions

Discuss Game Premises ...The big picture(world, characters,events, Look & Feel, gameplay) and share ideas.
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jamie
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Game Design & Development positions

Post by jamie » Wed Mar 16, 2016 1:37 am

Positions:


Group Leader(insert here)
Responsibilities – Produce the Vision Statement the team will adhere to during production. Manage the idea pitch sessions to narrow down what will be made in line with the resources & time on hand. Produce the gameplay abstract that the conceptualist will use to create a premise. Meet all needed accommodations for team members(out sick, confused, training, new dev tools, conflict resolution, etc.) Oversee scheduling & production of the overarching Project. Assure a shared vision throughout all team members. Procure needed development resources & team members. etc. etc.

Conceptualist(group leader/everybody)
Responsibilities – Produce the Premise the Programming, Art, Writing, and Audio Teams will use to start their production pipelines. Define all the elements of the project. Break up elements into individual production slices and layers then define the order of production. Based off those elements create a moments list and write up a description of each moment along with any associated attributes.

Analyst (Nominate: insert here)
Responsibilities – Analyze descriptions of the element moments and associated attributes to form a thorough understanding of the project. Provide formal models of the objects, features, and interactions needed to realize the perceived nature of the project.

Architect (Nominate: insert here)
Responsibilities – Translate each object and its’ features specified in the analyst models into formal classes and functions. Give general definitions for each class and function. Provide a high level layout(description) of the class interdependencies. Assure a proper separation of concerns.

Class designer (Nominate: insert here)
Responsibilities – Define all basic class variables and all function signatures. Based on the general definition given by the architect; provide a final description of the intended implementation of each given class, class variable, function, and function argument. Specify the algorithms and data structures to be implemented in each class / function.

Implementer (Nominate: insert here)
Responsibilities – Decides platform, programming language, and programming environment implementation will take place on. Prepares a cohesive package(IDE, updates, library, compilers, etc.) that is compile and run tested prior to Implementation. Disseminates package to all development assistants so that they are code ready on day one of Implementation. Develop an understanding of each group members programming competency. Divide classes into appropriately separate concerns and manageable chunks. Assign classes to development assistants based on there competency.

Project Manager_Programming Team (Nominate: insert here)
Responsibilities – Singularly focus on the completion of wherever the current iteration/state of development resides in the programming pipeline. Periodically make sure the Lead and co lead at any given stage in the iteration are making meaningful progress by comparing week to week progress. Assess any hold ups or slow downs in development. Communicate any un-clarity of purpose, or unforeseen needs for completion to the project leader.


Nominations are based on prior correspondences with each person and work loads of the given positions.


Image
Stages of development: Programming Team


1. System conception
Description – Define the project requirements and features.
Lead - Conceptualist
Co lead - Analyst
Development assistants - Everyone else

2. Analysis
Description – Analysis focuses on preparing models(UML) to provide a thorough understanding of the project requirements.
Lead - Analyst
Co lead - Architect
Development assistants - Everyone else

3. System design
Description – The Purpose of system design is to devise the high level architecture(skeleton) of the project. The Architect also establishes policies to guide the subsequent class design.
Lead - Architect
Co lead - Class designer
Development assistants - Everyone else

4. Class design
Description – Class design is where the architecture is readied for implementation. Class designers complete the definitions of the classes and associations and choose algorithms for operations.
Lead - Class designer
Co lead - Implementer
Development assistants - Everyone else

5. Implementation
Description – The architecture as defined by the class designer is written into code with adherence given to all associations and algorithms specified.
Lead - Implementer
Development assistants - Everyone else



Stages of development: ART Team
Note: I couldn't pull the details with images and diagrams from the PDF notes in a timely fashion so I've made the PDF available...

Click here https://dl.dropboxusercontent.com/u/168 ... cument.pdf


1. Concept Artist
Given:
A general written, verbal, and(or) visual description of an environment and the events that will take
place within them.
Expected artifact:
A specific interpretation of those descriptions in the form of concept art.
Lead - Conceptualist
Co lead - Static Mesh Designer/Developer
Development assistants - Everyone else

2. Static Mesh Designer/Developer
Given:
A specific interpretation of an environment in the form of concept art.
Expected artifact:
Singular Computer generated models of environmental components derived from the concept art. These
can be used in the construction of a computer generated environment.
Lead - Static Mesh Designer/Developer
Co lead - Texture Artist
Development assistants - Everyone else

3. Texture Artist
Given:
A specific interpretation of an environment in the form of concept art. Singular Computer generated
models of environmental components derived from the concept art.
Expected artifact:
A material(texture + light map) that can be applied to a mesh in a fashion that makes it representative as
a component of the initial concept art.
Lead - Texture Artist
Co lead - Level Map Architect
Development assistants - Everyone else

4. Level Map Architect
Given:
A specific interpretation of an environment in the form of concept art. Along with Scenario notes from
game designers.
Expected artifact:
The base skeletal environment/structure that gives a representation of the concept art that's also scaled,
and laid out practical enough to allow for the desired gameplay.
Lead - Level Map Architect
Co lead - Level Map Artist
Development assistants - Everyone else

5. Level Map Artist
Given:
A specific interpretation of an environment in the form of concept art. The base skeletal
environment/structure that gives a representation of the concept art. Along with Scenario notes from
game designers.
Expected artifact:
Level Map with details filled in with static meshes.
Lead - Level Map Artist
Co lead - (none)
Development assistants - Everyone else



Stages of development: Writing Team


1. World outline
Given:
A general written, verbal, and(or) visual description of an environment and the events that will take
place within them. I.E the premise
Expected artifact:
A specific interpretation of those descriptions in the form of a detailed written / visual layout of all the objects, places, and events contained.
Lead - Conceptualist
Co lead - Experiences Timeline Designer
Development assistants - Everyone else

2. Experiences Timeline
Given:
A specific interpretation of those descriptions in the form of a detailed written / visual layout of all the objects, places, and events contained.
Expected artifact:
An ordered group of singular experiences, each detailing the contained(objects, places, and events) derived from the World(setting) outline. These can be used in the construction of a story suitable for the given world(setting).
Lead - Experiences Timeline Designer
Co lead - Experience Situations Designer
Development assistants - Everyone else

3. Experience Situations
Given:
An ordered group of singular experiences, each detailing the contained(objects, places, and events) derived from the World(setting) outline. These can be used in the construction of an experience suitable for the given world(setting).
Expected artifact:
An ordered group of situations applied to an experience with each one allowing for the change in how the experience unfolds.
Lead - Experience Situations Designer
Co lead - Situation Writer
Development assistants - Everyone else

4. Situation Writing
Given:
An ordered group of situations applied to an experience with each one allowing for the change in how the experience unfolds.
Expected artifact:
A specific interpretation of given situations in the form of a detailed written / visual layout of all the objects, places, and events contained along with how the experience is changed by their manipulation.
Lead - Situation Writer
Co lead - Dialogue Writer
Development assistants - Everyone else

5. Dialogue Writing
Given:
A specific interpretation of given situations in the form of a detailed written / visual layout of all the objects, places, and events contained along with how the experience is changed by their manipulation.
Expected artifact:
An ordered group of singular experiences, each with their corresponding situation details filled in with the dialogue that details the change that occurs in the contained(objects, places, and events) derived from the World(setting) outline.
Lead - Dialogue Writer
Co lead - (none)
Development assistants - Everyone else






The cut off part at the end --> "Once you define the situations inherent to some experience, the dialogue writer writes the script/dialogue for how each situation will play out."
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