home | et44 - game design/play mechanics - 2014 edition prev | next

David Javelosa
javelosa_david@smc.edu

Copyright © 2004-2014 David Javelosa unless otherwise stated.

Material based on Game Design Workshop
Copyright © 2004-2008
Tracy Fullerton
used by permission of author
week 12 - team structures

working as a game designer with a team


Team Structure

Publisher versus developer


Developer's Team

Game designer

Producer

Programmers

Visual artists

Music/Audio

Level Designer

QA engineers/Test


Publisher's Team

Producer

Marketing Team

Execs

QA

Usability specialists


Team Profile

- Reputation
- Optimal abilities and skills
- Adaptability

Design Contributions

Team Building

Team Communications

- Conducting meetings

- Games and teamplay


The Right Environment

Everyone belongs
Fairness
Cooperation
Goals
Results
Eliminate fiefdoms
Tracking
Responsibility
Roles
People
Evaluation
Delegate
Diversity
Commnication
Support
Honesty
Rewards


Excersises

Create a virtual team. Divide each of the group into specific disciplines and list the key components that each member is responsible for. Have the designated producer deliver a concept report to the class at large.

Inside each of the groups, identify a marketing identity for your game. Write three or four major features as selling points for the game campaign. Sketch a box mock-up.

In a circular presentation, have each team pose questions regarding usibility, to the next team, until every game team has been asked. What perspectives does the third party group find that the original team did not see but is able to use?


Reading Assignment

Review: Team Structures

  • Chapter 12

Copyright © 2004 - 2014 David Javelosa