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Posted 20 November 2012 - 01:58 PM
Posted 20 November 2012 - 04:35 PM
In my team I'm in charge of Game-designing.
We use an effective tool to deal with playing animation in game. The tool will allow users to define rectangular bounds of each sprites in an image (which is drawn by Game Artists), then export all the information to an XML-like file. Programmer will then use code to load and display sprites as defined in the XML-like file (playing the animation).
Our leader said that adding and updating the XML-like file is duty of Game Designer.
I totally disagree with him, because a Designer is not an Artist or Programmer to implement the stuffs,
I still think "Designing" is imagining and transferring ideas to ones who implement the Game, not interrupting others' works.
What do you guys think? What should I do?
Posted 20 November 2012 - 04:50 PM
I totally disagree with him, because a Designer is not an Artist or Programmer to implement the stuffs, just like strategists will never fight in battle field - that is the duty of soldiers (I won't say which one is more important, because WE are a TEAM). The strategist can create mini-battle field in order to show his strategy, but he will never (and shouldn't) actually fight.
Edited by frob, 20 November 2012 - 04:51 PM.
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.
Posted 20 November 2012 - 06:45 PM
In the real world everybody needs to contribute as much as they are able, not just as much as is convenient or whatever matches their job title.
Our designers do design, yes, but they also do so much more. Designers draw up concept art when the concept artists are busy. Designers build prototypes in flash or other tools when nobody else is able to. Our designers record their own voice as placeholder audio when nothing else is available. Designers will act as QA when needed. And our designers have their hands on all kinds of scripting and xml files far beyond what may be thought of as a designer.
Posted 20 November 2012 - 08:24 PM
-=- My Articles -=-
Getting Games Done - Method and tools on how to start a hobby project and get it Done!
The Art of Enemy Design in Zelda: A Link to the Past - Reverse-engineering functional enemy design from applied example.
Retro Mortis - "RTS" - Article Series (4 Parts) on the history of RTS development (4th part finally released!!!)
Posted 21 November 2012 - 12:56 PM
Edited by Lokibes, 21 November 2012 - 01:15 PM.