Chapter I - Getting Started Chapter II - Sizing UpChapter III PreambleThe third chapter in this series of tutorials on building and independent game development team will focus on the structure of your new team, and the various titles you'll need to assign. We'll define the roles of your team members in depth, and discuss why each member is vital to the success of the team or company.
It's in the NameBefore we go about filling the rosters of our team, let's figure out what positions we're going to need. By now, you have a good idea of how many people you're going to need for the game's development... but what titles do we assign each new team member when they come into the group? To some, this is the easiest step and can be pounded out in a few minutes. But to others, this is a rather confusing aspect of team development, especially with redundant or meaningless job titles seeming obviously needed but not immediately practical. We'll break down each job title here by the group or classification of the job itself. It's a pretty short list, but you won't need one or more people to fill all of these roles.
Some teams only need a few positions, and some need positions not named here. But if it isn't named here, how are you to know that your team definitely needs someone to fill the role? Remember the golden rule of practicality: if the person won't be working at least half as much as the rest of your team, then their job is just as easily done by you or another member of the team. For instance, MISoft Studios only recently developed a marketing team, consisting of experienced people who know their trade. We could have easily assigned positions to our friends, calling them "Marketing Agents," asking them to write our press releases and handle our other public relations affairs, but would they have been good at it? Probably not... instead, we have an experienced team lead by a Marketing Director who knows what she's doing and why she's doing it, with years of experience and education to back her plays. And before that, we didn't hand out titles to marketing people because we were doing all of the PR ourselves.
Also, remember: until you're legally registered in your city, state, and/ or country as a tax-paying business, you're just a group of friends making games. MISoft Studios, as of the time this was written, has not yet legally registered as a company. Technically, we're an organization, but regardless of how professional we are, we can't call ourselves a proper company just yet. We do plan to become a company this year, and as such we've started re-structuring our team, formatting our operations, etc. But prior to this planned move, the company was very different and most of our managerial positions were more loosely defined. My entire point here is this: don't name a finance manager until you have finances to manage. Don't call up your friends declaring them as marketing representatives or sales people until you have a product to advertise and sell. Don't tell your significant other that you plan on them being your secretary or security chief. For now, you should focus all of your energy on game development positions, and save those other positions for the future.
So now, without further adieu, let's start naming job titles and what these people will be responsible for creating. I've broken everyone up into distinct departments for simpler navigation of the list, but you won't necessarily need departments just yet, not until you have multiple people in each category.
ExecutiveExecutive Producer: This position isn't really necessary beyond the credits of your game, and even then, you don't really need it. An executive producer is someone who funded the specific project... if they paid for development tools or bought you equipment, and you want to return the favor by crediting them in your game, this is a nice gesture of goodwill, and it spruces up the credits of your game with a more professional appearance. But keep in mind that this is a completely unneeded position on your team, and you rightly can't count an executive producer as an official team member. The Executive Producers job is, quite frankly, to give you money. They're the project's investor(s) and nothing more. A quick note... if the project doesn't absolutely need money to operate, don't try looking for it. And if this is your first project, expect to fund the entire game yourself!
Producer: Again, this title isn't as important as it sounds... not on an indie development team, anyway. A producer is someone who helps organize people, funds, and equipment. This is another title that adds some class to the final credits of your game, but did the person you're naming really do anything? For instance, say you have a friend who has taken a serious interest in your team. They got you in contact with a friend of theirs whose willing to help fund the project(s), they've networked to find you development team members, and helped you sort the legal paperwork, like contracts and whatnot. This person could be defined as a producer... else, ignore this title as the person filling the role isn't genuinely helping the games get finished any faster. The Producer's job is to fulfill the needs of the development team with resources and manpower, and help secure finances if they're needed.
Director: This is the only executive position you'll likely need at this point, if this is your first game especially. The director is the individual who oversees, or
directs, the team, and ensures that their work complies with the vision of the project's design and conceptual planning. You're more than likely going to assume the role of director if the project is yours intellectually, but if someone other than you designed the game, you need to declare
them as the director, as they most definitely understand the concept of the game more than you do. It sounds like a flashy title, and you might want to horde it for yourself, but remember that the game's concept is inside the head of the director, not you, and regardless of how familiar you are with the story, you don't know it as well as the game's designer. The director's duties include managing the creative direction of the project, supervising the team in their development, and ensuring the project is completed as quickly and efficiently as quality permits. The director should fully understand the game's conceptual vision and intellectual design, and should have some degree of management experience. They should also understand at least the basics of development in each artistic category named below.
CreativeLead Designer (or simply "Designer"): The Lead Designer is absolutely crucial to any project. After all, without a game design, what are you going to make? If your project has been designed by more than one person, then the person who came up with the original concept, and/ or the person who contributed the most to the project's design, should be named the Lead Designer. If only person came up with the concept and designed the game, just declare them as the Designer. The Lead Designer's job is to design the project from the ground up, including the story, setting, characters, and lists of weapons, vehicles, and other items. They need to have management experience and have to be extremely creative, preferably with an understanding of at least basic psychology, mathematics, and creative writing. They need a firm comprehension of various development aspects as well... the game they design needs to be technologically possible in terms of developing it, with the resources currently available to the team.
Designer: If the project is large, you might need more than one designer. Designers assume the same creative responsibilities, under the supervision of the lead designer. They might be tasked with designing weapons, vehicles, and other objects. Perhaps their job is to write the voice acting script, or design the plans for animations. In a nutshell, a designer assumes some of the lead designer's responsibilities on the creative end to help make the game's design more fluid and consistent, adding depth and personal flare.
ProgrammingLead Programmer: The lead programmer's job is to manage the other programmers in their work, ensuring that the game is being developed as smoothly and efficiently as possible. They often design the game's engine themselves, and assign the programmers to specific functions and/ or subroutines inside that engine. They also play a fundamental role in the creation of development tools and other source-driven assets.
Programmer: Programmers, well, program. They write the source code that powers the game, usually under the direction of the lead programmer. Often programmers are assigned specific tasks in the game's development... for instance, you might have one programmer writing all of the source code for the 3D pipeline, another doing interface and input commands, another doing the frontend and multiplayer programming, etc. Make sure the programmers you find can work with the lanaguage and tools that the lead programmer wants to use, and that the entire team is knows exactly what their source code needs to achieve.
Tools Programmer/ Tools Developer: Sometimes, the creation of certain software tools can help speed production along. Tools are special applications that perform very specific tasks. If you're working in DarkBASIC Professional, you might need a tools programmer to develop a special multiplayer DLL, or maybe you need a special conversion tool that turns one file type into another.
ArtArt Director: The art director's role is to manage the 2D and 3D artists, often developing the visual design of the project themselves. Your game needs to maintain solid, consistent visual themes from beginning to end. You don't want photorealistic vehicles roaming around a cell-shaded world, with a Victorian home popping up in a Gothic Deco cityscape, right? Well, your art director's job is to make sure nothing like that happens. They'll also work closely with your programmers to make sure the various elements of visual systems are implemented properly, and that the 2D or 3D pipeline is as efficient as possible.
2D Artist: If you're making a 2D game, like a classic Nintendo title or a casual Flash or Shockwave game like
Bejeweled or
Diner Dash, you'll need 2D artists to create sprites and levels. You'll need to research the development tools you're using, especially the file formats supported by the programming language and environment, to ensure the artist is capable of working in the right formats.
3D Modeler: If you're making a 3D game, you'll need 3D modelers to create the models that fill your virtual world. A model is basically a "wireframe," or "mesh," of the character or object. You'll need to research the development tools you're using, especially the file formats supported by the programming language and environment, to ensure the artist is capable of working in the right formats. You'll also want to make sure the artist can work with as few polygons as possible, to maximize the playability of the game and reduce load times. If you aren't sure what polygons are or why having as few as possible is necessary, talk to a 3D artist with game development experience, or a programmer with 3D programming experience. Try to find 3D modelers with experience in UV mapping... again, consult a 3D artist for details.
Texture Artist: If you're making a 3D game, you'll need texture artists to make the 2D "skins" that are placed on top of (and maybe inside of) 3D models. You'll find that most 3D modelers can't do this themselves... if you can find a modeler who can also texture, you should consider them an extremely talented and valuable member of your team!
Level Designer: It sounds like this title should be associated with the creative department, and in some ways it should be, but I'm classifying the level designer with artists because in indie game development, the level designer equally belongs to both departments. The level designer lays out the actual levels, or maps, that the game consists of. They work in specialized 3D modeling tools, often called
environment editors or
landscaping tools, designed exclusively for level design. Such level modeling tools include
Cartography Shop,
3D World Studio, and
Bryce. Certain game engines, like
FPS Creator, have map editors built into their work environments for easier and more efficient game development.
Gaffer: A gaffer's job is to fill the game's levels with light. Usually the level designer performs this job themselves, but if they confess that lighting isn't their strong suit, you might want to find someone who can make sure the lighting in the game is laid out well.
AudioAudio Director: The audio director is responsible for managing everyone on the team working in aural media. Like the art director, the audio director needs to ensure that the music, sound effects, voice acting, and other aspects of audio are developed efficiently, remain true to the creative conceptual vision of the designers, and share similar traits in style.
Musical Score Composer: A fancy title for musician, the musical score composer's job is to write the music that the player hears while venturing through the game world. From the title theme of the opening credits, to the action-packed suspense music during intense fire-fights, to the calming music played during the end credits, the musical score needs to help the player achieve suspension of disbelief by immersing them deeper into the game than mere visuals can provide. You might need more than one composer to create the number of songs you hope to use.
Foley Artist: Foley artists create sound effects for games. From ambient noise of water trickling from a drainage pipe in an alleyway, to the loud bright blast of semi-automatic gunfire, the foley artist is tasked with creating a 3D world filled with sound. The foley artist needs to work very closely with the level designer to ensure that every floor board creaks properly, and that every rat in every corner squeaks when they should. They should also work closely with 2D artists or 3D modelers to help develop sound effects related to weapons and items.
Audio Engineer: Sometimes you'll need tracks containing a mix of multiple audio tracks. Say you're making an FMV (full-motion video)... a "mini-movie" in your game that shows the hero doing something that the player can't exclusively control. The audio engineer will mix together sound effects, music, and voice acting tracks to create a single audio track for use in that video. The audio engineer is also tasked with taking the audio tracks created by the rest of the audio team and mixing them down so that their volumes match and sound as professional and crisp as possible. If you're working with voice actors, the audio engineer can oversee the recording of their vocal tracks. You might consider making your audio director the engineer to save time, money, and resources.
Moving ForwardYour project might need more people, but you won't need them just yet. Everyone you could possibly need for game development is listed above. Later in the tutorial, we'll discuss finding testers, voice actors, and more. For now though, we should come away from this chapter with a strong understanding of the various roles that your team members are going to fill on the development side. In the next chapter, we're going to close out the "odds and ends" of developing your team, so we can move on to finding people for your "staff." We'll talk about making a website, preparing design documents, and more. You should go over the lessons we learned in Chapter II and assign each member of the team with a title now, before we start looking for people to actually fill these positions.