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== Roles == === Producer === {{Main|Video game producer}} Development is overseen by internal and external producers.{{sfn|Bates|2004|p=154}}{{sfn|Moore|Novak|2010|p=71}} The producer working for the developer is known as the ''internal producer'' and manages the development team, schedules, reports progress, hires and assigns staff, and so on.{{sfn|Moore|Novak|2010|p=71}}{{sfn|Bates|2004|pp=156β158}} The producer working for the publisher is known as the ''external producer'' and oversees developer progress and budget.{{sfn|Bates|2004|pp=154β156}} Producer's responsibilities include [[public relations|PR]], contract negotiation, liaising between the staff and stakeholders, schedule and budget maintenance, [[quality assurance]], [[Betaware|beta]] test management, and localization.{{sfn|Moore|Novak|2010|p=71}}{{sfn|Bates|2004|p=153}} This role may also be referred to as ''project manager'', ''project lead'', or ''director''.{{sfn|Moore|Novak|2010|p=71}}{{sfn|Bates|2004|p=153}} === Publisher === {{Main|Video game publisher}} {{Unreferenced section|date=January 2021}} {{Expand section|date=April 2010}}<!-- Mention: funding (investors/risks), marketing, connection with producers over dev team, indie game no publisher --> A video game publisher is a company that publishes video games that they have either developed internally or have had developed by an external video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising. They usually finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. Consequently, they also typically own the IP of the game.<ref name=MGA_SoA /> Large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality.<ref>{{Cite web |date=2015-10-05 |title=Understanding video game developers as an occupational community |url=https://www.datasakura.com/works-games |website=Gamering}}</ref> Because the publisher usually finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones. [[Independent video game development|Independent video game developers]] create games without a publisher and may choose to digitally distribute their games.{{Cn|date=January 2021}} === Development team === Developers can range in size from small groups making casual games to housing hundreds of employees and producing several large titles.<!--37-->{{Sfn|Moore|Novak|2010|p=37}} Companies divide their subtasks of game development.<!--151--> Individual job titles may vary; however, roles are the same within the industry.{{sfn|Bates|2004|p=151}} The development team consists of several members.{{sfn|Moore|Novak|2010|p=5}}<!--Well, Bates p.151 implies there are several members, but doesn't explicitly state so.--> Some members of the team may handle more than one role; similarly, more than one task may be handled by the same member.{{sfn|Bates|2004|p=151}} Team size can vary from 3 to 100 or more members, depending on the game's scope.<!--25--> The most represented are artists, followed by programmers, then designers, and finally, audio specialists, with one to three producers in management.{{sfn|Moore|Novak |2010 |p=25}} Many teams also include a dedicated writer with expertise in [[video game writing]].{{cn|date=December 2021}} These positions are employed full-time.<!--25--> Other positions, such as testers, may be employed only part-time.{{sfn|Moore|Novak |2010 |p=25}} Use of contractors for art, programming, and writing is standard within the industry.{{cn|date=December 2021}} Salaries for these positions vary depending on both the experience and the location of the employee.<ref name="BigFish" /> A development team includes these roles or disciplines:{{sfn|Bates|2004|p=151}} ==== Designer ==== {{further|Video game design}} A game designer is a person who designs [[gameplay]], conceiving and designing the rules and structure of a [[game]].{{sfn|Salen|Zimmerman|2003}}{{sfn|Oxland|2004|p=292}}{{sfn|Moore|Novak|2010|p=74}} Development teams usually have a lead designer who coordinates the work of other designers. They are the main visionaries of the game.{{sfn|Oxland|2004|pp=292β296}} One of the roles of a designer is being a writer, often employed part-time to conceive the game's [[narrative]], dialogue, commentary, [[cutscene]] narrative, journals, [[video game packaging]] content, hint system, etc.{{sfn|Bates|2004|p=163}}{{sfn|Brathwaite|Schreiber|2009|p=171}}{{sfn|Moore|Novak|2010|p=94}} In larger projects, there are often separate designers for various parts of the game, such as, [[game mechanics]], [[user interface]], [[Character (arts)|characters]], [[dialogue]], [[graphics]], etc.{{Cn|date=January 2021}} ==== Artist ==== {{further|Game art design}}<!-- This section is by large copied from the Game art design article; update both. --> A game artist is a [[Visual arts|visual artist]] who creates video game art.{{sfn|Bates|2004|p=171}}{{sfn|Moore|Novak|2010|p=85}} The art production is usually overseen by an ''art director'' or ''art lead'', making sure their vision is followed. The art director manages the art team, scheduling and coordinating within the development team.{{sfn|Bates|2004|p=171}} The artist's job may be [[2D computer graphics|2D]] oriented or [[3D computer graphics|3D]] oriented. ''2D artists'' may produce concept art,{{sfn|Moore|Novak|2010|p=86}}{{sfn|Bates|2004|p=173}} sprites,{{sfn|Moore|Novak|2010|p=87}} [[Texture (visual arts)|textures]],{{sfn|Moore|Novak|2010|p=88}}{{sfn|Bates|2004|p=176}} environmental backdrops or terrain images,{{sfn|Moore|Novak|2010|p=86}}{{sfn|Bates|2004|p=176}} and user interface.{{sfn|Moore|Novak|2010|p=87}} ''3D artists'' may produce models or [[Polygon mesh|meshes]],{{sfn|Moore|Novak|2010|p=89}}{{sfn|Bates|2004|p=175}} animation,{{sfn|Moore|Novak|2010|p=89}} 3D environment,{{sfn|Moore|Novak|2010|p=90}} and cinematics.{{sfn|Moore|Novak|2010|p=90}} Artists sometimes occupy both roles.{{Cn|date=January 2021}} ==== Programmer ==== {{Main|Game programmer}} A game programmer is a [[software engineer]] who primarily develops video games or related software (such as [[game development tool]]s). The game's [[codebase]] development is handled by programmers.{{sfn|Bates|2004|p=168}}{{sfn|Moore|Novak|2010|p=78}} There are usually one to several [[lead programmer]]s,{{sfn|Bates|2004|p=165}} who implement the game's starting codebase and overview future development and programmer allocation on individual modules. An entry-level programmer can make, on average, around $70,000 annually and an experienced programmer can make, on average, around $125,000 annually.<ref name="BigFish">{{cite web|url = http://www.bigfishgames.com/blog/video-gaming-industry-numbers-by-region/ |title =Top Gaming Studios, Schools & Salaries|website = Big Fish Games|archiveurl = https://web.archive.org/web/20121105081021/http://www.bigfishgames.com/blog/video-gaming-industry-numbers-by-region/|archivedate = 5 November 2012 }}</ref> Individual programming disciplines roles include:{{sfn|Bates|2004|p=168}} * [[Game physics|Physics]] β the programming of the [[game engine]], including simulating physics, [[collision detection|collision]], object movement, etc.; * [[Game artificial intelligence|AI]] β producing computer agents using game AI techniques, such as scripting, planning, rule-based decisions, etc. * Graphics β the managing of graphical content utilization and memory considerations; the production of the graphics engine, integration of [[3D modeling|models]], textures to work along the [[physics engine]]. * [[Sound]] β integration of music, speech, and effect sounds into the proper locations and times. * [[Gameplay]] β implementation of various game rules and features (sometimes called a ''generalist''); * Scripting β development and maintenance of a high-level command system for various in-game tasks, such as AI, level editor triggers, etc. * [[User interface|UI]] β production of user interface elements, like option menus, [[HUD (video gaming)|HUDs]], help and feedback systems, etc. * Input processing β processing and compatibility correlation of various input devices, such as keyboard, mouse, gamepad, etc. * Network communications β the managing of data inputs and outputs for local and internet gameplay. * [[game development tool|Game tools]] β the production of tools to accompany the development of the game, especially for designers and scripters. ==== Level designer ==== {{further|Level design}} A level designer is a person who creates [[level (computer and video games)|level]]s, challenges or missions for video games using a specific set of [[Computer program|program]]s.{{sfn|Bates|2004|p=162}}{{sfn|Moore|Novak|2010|p=76}} These programs may be commonly available commercial [[3D computer graphics|3D]] or [[2D computer graphics|2D]] design programs, or specially designed and tailored [[level editor]]s made for a specific game. Level designers work with both incomplete and complete versions of the game. Game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code.<ref>{{Cite journal |last1=GΓ³mez-Maureira |first1=Marcello A. |last2=Westerlaken |first2=Michelle |last3=Janssen |first3=Dirk P. |last4=Gualeni |first4=Stefano |last5=Calvi |first5=Licia |date=2014-12-01 |title=Improving level design through game user research: A comparison of methodologies |url=https://www.sciencedirect.com/science/article/pii/S1875952114000299 |journal=Entertainment Computing |language=en |volume=5 |issue=4 |pages=463β473 |doi=10.1016/j.entcom.2014.08.008 |issn=1875-9521|url-access=subscription }}</ref> Level editors may involve custom [[High-level programming language|high-level]] [[scripting language]]s for interactive environments or AIs. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for consistency and clear layout before the required artwork is completed. ==== Sound engineer ==== {{further|Video game music}} Sound engineers are technical professionals responsible for [[sound effect]]s and sound positioning. They are sometimes involved in creating haptic feedback, as was the case with the [[returnal (video game)|Returnal]] game sound team at PlayStation Studios Creative Arts in London.<ref>{{cite web|url=https://www.asoundeffect.com/returnal-game-audio/|title=Creating Returnal's Glorious, Dark Electronic Sound (and making the most of PS5's new 3D audio engine)|date=30 June 2021|access-date=January 6, 2022|archive-date=June 30, 2021|archive-url=https://web.archive.org/web/20210630182531/https://www.asoundeffect.com/returnal-game-audio/|url-status=live}}</ref> They sometimes oversee [[voice acting]] and other sound asset creation.{{sfn|Bates|2004|pp=185, 188, 191}}{{sfn|Moore|Novak|2010|p=91}} [[Composer]]s who create a game's [[Video game music|musical score]] also comprise a game's sound team, though often this work is outsourced. ==== Tester ==== {{further|Game testing}} The [[quality assurance]] is carried out by game testers. A game tester analyzes [[video game]]s to document [[Software bug|software defect]]s as part of a [[quality control]]. Testing is a highly technical field requiring [[computing]] expertise and analytic competence.{{sfn|Bates|2004|p=176}}{{sfn|Moore|Novak|2010|p=95}} The testers ensure that the game falls within the proposed design: it both works and is entertaining.{{sfn|Bates|2004|p=177}} This involves testing of all features, compatibility, [[Game localization|localization]], etc. Although necessary throughout the whole development process, testing is expensive and is often actively utilized only towards the completion of the project.
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