In any game, there are different roles that people will need to take to ensure the success of the project. While the roles themselves are only a way to organize responsibility and expertise over the different tasks, it is important for all members of the team to understand what the roles are, and how to best utilize them.
It should also be noted, that there is no requirement that the roles be assigned to individuals. I would recommend that if you don’t have a person specifically assigned to a role, and those tasks are divided up to others, that someone be assigned to be the default of that role. If a new task where to pop up, unless someone is covering that role, there won’t be anyone to assign it to immediately, which allows cracks for requirements to slip through.
Roles:
Producer
You will keep everyone on the team moving as best you can. You will identify potential weaknesses and try to repair them. Above anyone else, you should be working to make sure the team is communicating well, on the same page, and driven towards the same goal. This role, above any other should understand the different roles, tasks and needs that the project has.
- · Setting Goals: Remember that goals should be attainable. This could include goals directed at research and proofs. Each goal should also have a time estimate, something to try to get people to work towards. (altered freely when needed, but have it set)
- · Defining Responsibilities: Who will fill the roles? If someone has a question about something, this person should know who to ask. If the team is missing someone who is prepared or interested in taking over a particular requirement, you need to find someone who can and will.
- · Setting General Tasks: You should work with other members to help them define several tasks they can work towards. Always try to provide more than 1.
- · Setting Priorities: It should be your job to try to identify what is really important, and what is not.
- · Pursuing Fun: The highest priority of your design, construction and release, should be things that will make people enjoy the game. The game itself should be fun to make. If your team is not having fun making the game, it’s a sign it might fall apart.
- · You will be responsible for objectively looking at everything, working with people to improve their work, communicate their needs and to push to make the game as good as your team will allow.
- · If there are agreements or understandings about ownership, % of the company, etc… make sure this is clear, and update them as need be based on expansion/replacements
Designer
You will be responsible for shaping the plot, game play style, handling, characters, level creation, shaping the journey and so much more. In major game development, blockbuster games often had Hollywood screen writers handling parts of this.
- · Writing the Key plot, and several other interwoven plots that the game will follow
- · Deciding on the medium that it will be displayed, such as 2D Side Scroller, 3D MMO, etc…
- · Creating Levels that help the user move along in the plot, comfortably attain and learn to use skills, and setting up the flow and obstacles in their journey.
- · Characters/Persona’s: Who are the characters, what is their story, why do we like/dislike them, how do they act, etc…
- · What are the goals the protagonist will need to achieve, and how do they go about it.
- · Defining what the most important needs are in the engines capabilities to support the story, characters and goals.
Developer
You will build the technology required to make this game function. You will be responsible for providing the User with the ability to comfortably and enjoyable control the game.
- · You will need to build or select an existing engine to work for the game.
- · You will need to educate the other roles as to what your capabilities and limitations are. They will need to know how best to work with you, and what they can expect right off the bat.
- · You will need to develop proofs, or examples to demonstrate functionality for any part the game needs that you don’t already have comfortable experience in.
- · You will need to define the Architecture for the program. You will find that with less experience, like 1-5 years, you will be constantly redefining the architecture as you go. The least number of changes you make will usually help prevent more bugs.
- · You will be responsible for writing brief unit tests, or methods of testing portions of your code to make sure it works right.
Media
You will handle the UI Design, the mockups for possible game graphics, creating 3D models, sound effects, background music, voice acting and more. It is important to note that it can take a long time for graphics to be created, and the more resources you can get, the better.
- · You will Design the user interface, and shape how the user visualizes the game, receives the information needed and the overall graphical feel of the game.
- · It is important that you have mockups, and try creating a couple sample characters, backgrounds, Items and UI early in the design, for others to work with.
- · You need to determine the time it takes you to create sprites, graphics, mockups, backgrounds, 3D models, and anything else your project needs. Time yourself when creating them, and what it takes to tweak it as well. You’ll often be surprised at how long it really takes to make these
- · You will be responsible for making everyone aware of your abilities, which is best done through mockups, and your initial samples. When creating the samples, determine your time to build them. As you get better, you can reduce the time estimate over all, but use real numbers, even if it pushes the game out for years. Everyone needs to understand how much time and work can go into this.
- · You will need to define the music, and how it makes the user feel in particular areas. Should the person be alert, emotionally attached, hopeful, curious, scared, depressed, etc… Is the mood chaotic, rhythmical, and why. You define the artistry on how the finaly material will look and feel.
Tester
You will need to test the product. Look at what was wanted, what goals where set, and look for areas that are not fun, or particularly are.
- · You will need to identify key areas to test. Take a look at the goals the game is trying to produce, and how they are trying to make it fun. If this doesn’t exist, bug it.
- · You will be responsible for making sure people understand the impact that a bug might have on the users as a whole. If you find it annoying, so will the users.
- · You will be checking the game to make sure the feel and story flow well, and that it doesn’t stop or get significantly slowed down.
- · You should create a check list of things to check for, and regularly check through them.
- · You should enjoy the style of game, and make sure that things seem easy/obvious enough to pick up.
Public Relations
You are responsible for the marketing of the game, what demo groups are involved, defining a good plan for proceeding, and provide public outputs for the game as it moves along.
- · Define a marketing plan, What advertising paths do similar games take? Are the games successful? What does it cost, and how long will we need to do it. What other avenues might work? Is word of mouth alone realistic?
- · Setting up, updating and monitoring public forums or a blog about the game. Keeping outsiders as well as your team posted to constant updates and changes makes the game feel more alive, more attainable, and keeps people driven to complete it.
- · Finding Investors, when the time is right, to help pay for marketing, servers, licensing, and other various expenses.
Most of all have fun, whatever you do.
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