Thursday, 21 January 2016

Task 2 – Job Roles

Games Designer
Broken down, a Games designers job basically consists of the creation of the core of the game, where all the pieces and parts of a game come together, consisting of how it plays and implementing all the elements into the game. As the games designer you have an idea of how the game should be, and so need to pass down you ideas and be able to communicate with all other groups in the games development, who's jobs are to create the assets you desire/need. You might also say you need to be well rounded with a range of different skills in ALL development groups.

Being a Games designer is no easy task, it requires a multitude of skills/knowledge in technology and socializing. As such, you would be required to with a multi-disciplinary teams. In doing this, it involves multi-tasking between different teams and groups in order to set all the assets and organisations right. As a Games designer you hold the vision to the game, and so need to be able to communicate to the artists, programmers, producers, marketing staff and all involved with the games development.This means communicating verbally and on paper, for example, if you are currently away from the development studio, how will the artists ask you question on how something needs to look like? in this case as the games designer you would have to leave a descriptive note to the artists on how that asset should be looking like. Doing this would also require imagination, creativity and confidence, confidence in your ideas and designs.
Handling so many groups and entrusting them with your vision would also require massive patience, both towards feedback and production, as they will have to give their opinions back to you. They will be giving constructive feedback, especially if they don't like the way something is, looks or works, you will have to be able to handle change, or at least innovation.

Games designers main difficulty would be implementing their ideas onto paper or to be able to communicate the comprehension of your thoughts, which can prove to be a very difficult task. As such, being able to draw or having some sort of artistic skill would be necessary. This way it gives the artists an easier job, and makes the game closer to what you want to be like. 
With art skills in drawing, it would also make you a key asset in visual analysis, where you are able to identify the look of the art for a game and instantly give feedback on how it could be improved to you liking. 

Having art skills doesn't necessarily need to be able to draw on paper, you could just be educated and experienced with certain software that he artists or animators happen to be using. Having such knowledge would prove to be very efficient, because deeper feedback could potentially be given, to point of showing an artist how to create an asset in a certain way on the program that they use. Most companies own similar programs when it comes to games design, such as 3D Studio Max, NUKE or Maya. Meaning, having a fluent background experience on 2D and 3D games environments or a range of different programs, is essential for this specific Job Role. Seeing how you would have to work with all the groups involved with the design of the game, Being this well rounded would also probably require you to be experienced in programming, or at least by "scripting" level. This would push your chances to be hired in the industry, as others who wont have programming capabilities, will be less as rare.

A large awareness of today's different platforms and technologies would incredibly help in the design part of the Job. Being up to date everything that is being used today would give you a massive advantage over software.

Most games now days have a storyline, meaning if you intend on becoming a Games designer, then you should be skilled with story structure and narrative development. When it comes to narrative, you should also be able to think strategically, for complex story design and complex mission building. .Along with knowledge on how to design and write a well structured story,(pacing, character development etc) understanding game play theory would compliment the story, as you would know exactly how to design the gaming mechanics to go with the story line. Having these two elements flow in sync creates comfortability in the players eyes of good game designing.

Level Editor

The Level Editors Job is self explanatory, he designs all the structures, buildings, landscape, lighting and all other objects.



In order to be a level editor, you would have to have experience and knowledge of 3D/2D modelling tools and software, Along with such software, having some skill in programming would also be very useful, this way, they could work closely with the programmers and the artists of the game.
As the level designer, you should know how the player pattern works, and in order to know that, you must be able to train the testers on how to play your levels.

As any Job in the gaming industry, you require many different skills, such as IT skills ad knowledge. being a level editor would also require you to know how to use word editing tools.

Keeping all your assets, objects, maps and in game level parts well organised is very important as a level editor, because without those important assets to your game, they will have to be recreated from scratch, meaning they could be different to how they were originally. in doing this, you should have a good memory for good level designing, especially when creating player patterns and such. Creating a level may be the job of one person, especially when it comes to simply editing 1 part of the level, but it could also require a fully trained group of people that specialise in level editing. In the case that you are the only level editor needed, you should be able to give direction and guidance to the players and other members of the project, such as the artists, whether visually or physically.

Observation skills would come in use as a level editor because you should be evaluating other similar games, for inspiration, motivation, solution or just information on what kind of level you are looking to design. Being a games this way, would also help see flaws in games too if need be.

Lead Artists

The lead artist is in charge of the overall look of the entire game, they control all visuals of every asset and have power over all the artists and how the art for the game should be made. Being the lead artist means making big visual decisions, decisions that could potentially affect the success of the game. Badly made decisions could also slow down production progress of the art side of the game.
Being the lead Artist, means having complete control over both animation and Art teams, which can be very stressful and require a large amount of responsibility, as along with the mechanics of a game, the visuals also play a very important part of the game.

Here is an interview of an example of a lead artists Job and what they have to do:



As an artists, you should be very inspirational and imaginative, this means to able to inspire all the different types of artist groups that are behind the game that you are apart of, helping each individual groups no matter how different is a very good skill to have as a lead Artist. This would also mean being able to build relationships with the people around you, Building relationships can help with communications between group partners, and with better communication comes better production and work load. Communication as a lead would also mean to be able to communicate with other player senior manager especially when you are the lead artist, because you are in control with how the game is being presented to all the player. Here are a couple of examples of A lead artists work:





These are assets we me and my class created for our work experience game.

 When creating these assets, the lead Artist had to constantly manage his time correctly, other wise the separate artists would of spent too much time on a certain assets of the game that did not require as much attention. This would have been incredibly time consuming as we only were given 2 hours to complete the entire game, including all of the main assets. The lead artists also had a good amount of experience with the software that they were using, this meant that he could give good tips and good tips and pass on his knowledge onto them, for better progress.



Mainly as the lead artist, having both traditional and modern art drawing skills prove to be would prove to be very useful today, as all kinds of different artists are being require for games. Finding artists with both kid of art skills is very rare, and so companies will tend to take you on if you happen to be one of them. This includes having knowledge of both 2D and 3D games software and design skills, especially when it comes to animation and modelling skills.

Most creativity, innovation and inspiration within artist usually comes from their passion for games. being gamer yourself would also be a very good quality in a Leading games artists, and probably the most important.

Technical artist/Artist 

Technical artists work with digital software and tend to do all of their drawings on computer software rather than on a piece of paper. They mostly rely on their technical skills than physical, but are just as important as any other artist in the gaming industry. Technical artists work on small, but evidentially important assets within a game, such as walls, finishing touches, visual elements, characters, scenery, objects, vehicles, clothing etc.
Just like any artist, they must have a portfolio of what they are capable and what they ave achieved in the past, such as drawings and majors designs. Here is an example of an artists work, this is a picture a pixel satellite for my Work experience game:



As an artist, you will be required to have skill in drawing in general, especially to draw from life, as most games created today take a lot of inspiration from things in the real world, such as buildings, people, culture, landscapes, cities, structures and angles. For this level observation, a good eye for anatomy and architecture would be very useful, and so homing such skills is recommended.But artists art always required to only work under the style that they know or are used to drawing to, as Lead artists sometimes will force artists to stick to a style guide. This means drawing with certain limitations, with their drawings having to look a specific way to stick by a certain style/look.

When it comes to being an artist, theres three main possible routes one could take in the gaming industry, a concept artist, 3D modeller or a 2D texture artist.

A Concept artist usually uses old fashioned and more traditional materials such as drawing with a pen and paper. Concept artists have the responsibility of idealising the ideas of ones imagination. The game imagery is passed down from the Lead artist who is completely in charge on the visuals of the game, then its the concept artist's job to create the imageries conception to life, the imagery for characters, objects, the environment, vehicles etc. This plays a massive part in games as their conception will shape the look of the game.

A 3D modeller is a technical builder, like a sculptor but for digital visuals, as they model and build the 3D look of characters, objects and the environment in the game, including organic assets (life forms) scenery and vegetation. In order to do this, they must be able to balance their visual richness with the limitations of the technology the possess.

2D texture artists jobs are relatively easy, all they have to do is create the textures and skin packs for the models of characters and environmental objects within the game, such as walls and building textures. Although quite simple, it requires highly skilled artists todo the job, an artist with considerable amount of knowledge on lighting, shading, perspective and visual effects.

The main obligation of a Technical artist, is the ability to have skills in both Programming and art design for games. They should be able to show proficiency in texturing and rendering as all they should be skilled in the use of visual programs such as Photoshop and illustrator. Having such knowledge with different programs allows one to understand all the limitations of some designs and creations, giving you free control over what you should be using and what would turn out to be a waste of time ad effort. This way things can be created in the best efficient ways possible.
When it comes to games, technical artists usually are able to create designing and customizing packages for specific projects. For example, Creating pre-assets for a game that hast been fully designed yet, but all objects ave already been considered for what kind of game its going to be, and so the technical artists create a designing package that makes creating the games textures and visual affects very easy, and ready to be used.

Animator

Animators in gaming have one main job, which is to portray the movements of characters, objects, and other moving assets. Animations are needed in some areas of every game, such as characters, without animation, the character can seem to be lifeless and empty, where as animations gives it that feel of a real person or apparition with movement and fluidity.  Here is an example of an animation, but in frames:


As you can see, every spaceship has different set of flames on the ignition, and when flashed frame by frame, it creates an illusion of movement of the flames.

Animators are always required to have knowledge of 2D and 3D computer software, as they will be expected to be working with both types when animating whether 2D or 3D. Back in the early stages of games design, characters and environments could only have a set animation for every asset, that would play for every different action that the object/asset would have. for example, if the character was to move to the right,then the right animation would be shown, or left. But with the technology of today, that is no longer the case, as animators can actually create animation packages for many different uses. These packages would be used for both automated and in game behaviours, meaning they can very through animations, depending on what the player is causing the character or object to do. This comes in real handy for creating cutscenes and predefined sequences.

Here is a video of some work from the triple A game known as Evolve, showing the development of the animations in the game:



As expected, Animators work in pare with the programmers and artists of the game. Programmers would come in use when having to program how the animation would flow when a character is "told" to do something by the player, then the artists would have to adapt to these movements and create the perfect textures to compliment the animations of the character or object, giving the assets a smooth and seamless movement.

Audio Engineer 

Audio Engineers handle the audio and sound effects for the game, such as gun shots, footsteps, breathing, crumbling, vehicle noise(ignitions or engine), character voices, explosions, or ambient noises scubas rain, whispers in crowds or even wind. all of these different sounds are implemented into a game. along with sound affects, they also create the sound tracks for the game, such as the music.  Here are some sounds examples you would find in a game, these sounds were created by our audio team for our Work experience Game:


Lead Programmer/Programmer

The lead programmer is in charge of all programmers and gives instructions down to the programming teams, he or she is responsible for what the programming teams create, and is responsible for the games engines and mechanics. Programmers create the coding for a game, behind the visuals that you see as a player, is massive chunks of complex code that programmer shave to crate from scratch, it codes for all the mechanics of the game, telling game or/giving the game the instructions on characters should be moving or acting, the code basically runs the entire game. Without it, the game would not function, nor run(play). Programmers can be given many different roles when it comes to coding, but are often given the responsibility of creating AI for a game(Artificial intelligence), and/or user interface development, tools and physics.
 Using their coding skills, they can create tools for other development teams to use. this way making things easier to do, with less time taken to do them. Programmers also tend to be the only ones capable out of the groups to fix bugs in gaming systems, or digital firmware, such as servers, or even online code bugs.



Project Manager/Producer 

The project manager is in management of the games funding, and deliveries. They are in charge of keeping the games budget under limit and making sure the end product is as close as possible to the game that was supposed to be created. Unlike the other groups involved in the making of the game, the project manager works outside of the development side, exploring resources needed for the games creation under the financial limitations. Using the best technology would be very useful, but their goal is to use the best technology for the creation of THEIR game, that is most efficient and lowest budget needed. The PM(Project manager) works in co-op with the productions team making sure that the true vision and quality of the game is maintained throughout its creation process and beyond.


Assistant Producer - Computer Games

The assistant producer works closely with the main producer and has to ensure that the overall games project at hand is issued correctly, in terms of delivery and quality. The assistant only focuses on certain areas of development, as the lead producer would handle all other development groups.

http://creativeskillset.org/creative_industries/games

External Producer - Computer Games

Similar to the Assistant Producer, the external producer also focuses more on small areas of the project, but does so by working separately from the games development teams. Their main responsibility is to ensuring the successful delivery of the game. External Producers are usually hired by publishers. Been given such freedom away from the publishers head office, gives them mobility and allows them to liaise between external publisher sales and marketing departments.

Creative director - Computer Games

The creative director is the core of the entire game, he ensures that the games originality stays in tact throughout its creation and development process. In doing so, he or she must oversee all important decisions made that could potentially effect the overall look of the game or its originality. Creative producers are usually independent, but can also be publisher owned within a contract. some companies prefer not to hire creative producers as they can split the duties between the Lead Artists, Programmers, designers and producers. This way, it save the company more money and less work load to give out.

Alex Hutchinson, Creative director for Assassins Creed 3, talks about some of his roles in the making of the game, and a little about Ubisoft as the largest gaming development companies in the world:



QA Tester - Computer Games

Qa testers, also known as gaming technicians, are hired to test and ensure the quality and performance of a game. Mostly hired for tuning, debugging, and for verbal assessment, usually for a finished product, as betas and alphas are created for the population instead. Feedback, is their first priority, especially on how well the games plays. Identifying problems and suggesting improvements must always be issued when they are systematically playing the game, looking for strategies, and loops in the system.

http://creativeskillset.org/creative_industries/games

Public relations officer - Computer Games 

Public relations officers work on the games image, how its shown to the public. This job is for people who like to communicate with people often and inspire them. Evidentially they exist to encourage the population to play their game and get them hyped.

Product Manager/Marketing manger - Computer Games 

Product Manger deals with marketing campaigns and Advertisements, in order to increase sales. They do this by using marketing techniques such as advertisement bill boards, demos and possibly games characters figures. As such, they are apart the marketing team and support the senior Marketing managers for global campaigns.

Along with advertisements, they must come up with the best way to promote the product and a service. They must have marketing and leading skills in order to lead the marketing group of the project. This means knowing to work under pressure and working towards deadlines.

http://creativeskillset.org/creative_industries/games

Marketing executive - Computer Games

Simliar to the products manager, they also promote the employers product, using media as their tool, such as Television, Radio, social media and the press. In order to do their job well, they must possess massive communications skills, such as talking to big crowds and knowing how to talk to different age groups. Along with communication, they must be very well organised and be able to plan product launch dates accordingly and smartly.














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