In the early days of game development, bedroom coders could easily build entire games on their own. Then, when teams started getting bigger, designers would be responsible for coming up with ideas and programmers would implement them. But since the advent of data-driven engines, it’s much less clear what everyone’s responsibility should be.
This week’s developer discussion on AiGameDev.com picks up on a running theme recently on the blog and in the forums. As Dave Mark noticed :
“Where does AI programming end and AI design begin? […] For that matter, where does level design end and AI design begin? As an AI programmer are you relegated to simply writing the equivalent of custom middleware for your team?”
No doubt a safe answer to these questions would be: “It Depends!” But in an attempt to extract something a bit more useful from this discussion, some real-life examples are necessary…
Calling for Industry Experiences!
If you’re working in the games industry on a team that includes at least two people, a programmer and a designer, even if it’s just part-time, then post a comment below. In particular, try to describe the following:
How was the engine architecture structured?
What were the responsibilities of the designers and the programmers?
Did anything work out particularly great, or badly?
Division of Labor
I expect this will be a great discussion topic, but here are some
What do you think is an ideal way to organize the workflow in a team. ignoring current technology?
Should designers get involved with programming at all, or programmers with design?
How do scripters fit into the grand scheme of things?