Divisions in the industry

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5 comments, last by Zymph 17 years, 7 months ago
G'day to all,for my research I am currently looking into the different divisions inside the game design industry. If anyone would be so kind to comment on the following list:Management Producer Assistant producer Project management FinanceMarketing Quality Assurance Public Relations Sales Localization specialists (translation, adaptation, etc) Import-Export ManagerGame design Concept designer Storywriter Level-designer Game play designer Art design Concept Art 2D sprite / Texture designer 3D Modeler Animator Scripting (setting up per-level behaviours)Game programming Game play programmer Engine programmer Graphics programmer Audio Programmer 2D Programmer 3D Programmer AI Programmer Special effects programmer Networking programmer Console programmer Tool programmerICT SupportAudio & Music Score composer Sound editorGame testingI am probably missing a few, and maybe you disagree with some of the above. I'd appreciate any feedback.Thanks in advance.
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The only roles that immediately spring to mind as missing:

Assistant Producer
Leads (code, art, design)

I'd also move QA into the Game Testing category, and ICT Support out into its own category.

"Engine Programmer / Scripter" isn't great as it omits the role between the two which is 'gameplay programmer.' In general, scripting (setting up per-level behaviours) is a design task, while gameplay programming is setting up game-specific behaviour that holds throughout (e.g. weapon behaviour).

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Thank you for your swift reply. I have updated the list.
I think most of these are fairly artificial distinctions. Every studio and publisher combination will tend to arrange things differently; it is not uncommon for a single person to take on many of the tasks/roles you've listed, or for one such role to be split across many people for a given game/studio.

Whether or not that's pertinent, though, really depends on what you're compiling the list for [smile]

Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]

Quote:Original post by ...
Thank you for your swift reply. I have updated the list.


"QA" == "Quality Assurance" [smile]

"Engine programmer" has also gone missing...

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Missing a bunch of programmers there! I would at least add:

Audio Programmer
3D engine Programmer
AI Programmer
Special effects programmer
Networking programmer
Console programmer

and also in Marketing?

Localization specialists (translation, adaptation, etc)
Import-Export Manager
For game programming there are tons of divisions:

Engine programmer
Graphics programmer
3D programmer
2D programmer
AI programmer
Sound programmer
Network programmer
and tons of others...

Oh and there is the "Porting" division for porting the games to other platforms alongwith associated posts.
Quote:Original post by superpig
Quote:Original post by RJ Vereijken
Thank you for your swift reply. I have updated the list.


"QA" == "Quality Assurance" [smile]

"Engine programmer" has also gone missing...


It's in there :D Updated

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