Unit 12: Understanding the Interactive Media Industry
Assignment 12.1a: Job Roles
Hand-in Date: November 19 2012
Word Count: 1000+ words
Write a report on the following job roles of a typical
interactive company
Use research to explain what each role
entails, and how the job roles relate to each other.
Also use your own experience of producing a
product to inform your answers.
Task List: explain how the company should
organise team members to:
·
Games designers
·
Programmers
·
Scripters
·
Artists
·
Sound designers
·
QA / Testing
·
Producers / Project Managers
·
Marketing
Grading Criteria
|
|
|
Pass
|
Merit
|
Distinction
|
P1
describe organisational
structures
and job roles in
the
interactive media industry
with
some appropriate use of
subject
terminology
|
M1
explain organisational
structures
and job roles in
the
interactive media industry
with
reference to detailed
illustrative
examples and
with
generally correct use of
subject
terminology
|
D1 comprehensively explain
organisational
structures and
job
roles in the interactive
media
industry with reference
to
elucidated examples and
consistently
using subject
terminology
correctly
|
Every typical interactive company have a basic set of job
roles that are a necessity when being successful in the industry, the
components that compose the team very important and so is the co-operation
between each of the individual elements of the team. Each of the roles link in
with at least one of the other part of the team, making interaction with other
team members a key skill needed when going into the industry. These job roles
consist of very different jobs within a company all as important as each other
as without one of these products could not run.
Firstly there are game designers, who are in charge of the
creating of the storyline/rules of a game during the pre-production stage. They
require good writing and artistic skills with typically a good technical competence;
there are different roles among game designers, such as head designers, level
designers and writers all with different creative roles and responsibilities.
Designers normally come across programmers, artists and the scripters on a day
to day basis and work directly under the producers. After they have created the
basic idea of the game they have to work with the more visual side of the
creation and help them see the idea from their point of view, this means their
communication skills must be above par.
Secondly there are programmers; these are the members of an
interactive team that actually write the software. To be programmers you have
to have a very good understand of primary computer language or code. Their job
is to write the coding, maintain its upkeep by fixing any bugs or flaws and
test their coding. Programmers often connect with all members of an interactive
team especially the; designers, testers, sound designers and artists. We had a
go at writing code for a basic game and re skinned it to create our own basic
game, this was no easy task and took us several attempts to perfect our basic
programming skills.
Next there are the scripters; whose job is to create the
initial story board and outline of a games story line. They create the basic
elements which a programmer would then build upon to create the end product.
They are the ones who lay down the ground work and foundations which pave way
for the designer’s ideas to be implemented. Scripters are normally found in
between the designers and the programmers and in direct contact with the
artists.
Following the scripters you have the artists, as you would
imagine they are in control of the media within the game, they are in first
hand contract with all other members of an interactive team due to their wide
involvement in all aspects of any game. They are employed to create and edit
graphics which become characters, background and other interactive elements.
They provide the images in which designers and scripters work with, under the
supervision of the project managers with input from the marketing team whose
research and targets will have a huge influence on what the artists create and
promote.
Next you have the sound designers, they are a very important
element of the interactive team when designing anything yet they are often the
first to be overlooked in terms of credit. They design and script all sound
media involved in a project, editing and fitting it to a strict design brief.
They are under constant scrutiny from project managers and have to fit in their
work with the artists initial creations of characters and environments. If they
did not do this it would be off key and would not be successful.
QA and Testers are often seen as the bottom of the pile in
terms of importance by other members but they have the very important job of
finding out how popular game is after being released whilst testers find faults
in the game before it is released. They also offer new ideas and improvements
when a fault is found allowing them to meet most members of a team, which is
important as an entry level into the industry. To be successful in this part of
the team testers have to have good communications skills, great attention to
detail and other traits that allows them to pay attention for a long period of
time.
The people in charge of these teams are known as the
producers or Project managers, they have the job of organising the team and
delighting what a games overall aim is to do. They take in all information from
the marketing and research team and decide what they are going to create via
vacancies in the industry. The pressure involved in their job ensures they work
with all parts of the team to ensure success in terms of popularity, remaining
in budget and overall profits from a completed project.
The marketing team are the ones who provide the spark for
the game; their initial research inspires the idea for any game. They have the
job of researching spaces in the industry which allows companies that produces
games to exploit. Their primary role also includes taking care of public
relations and PR, they are in charge of getting the game out there in the public’s
eye and are generally the reason a game hits it off or flops. If a company has
a poor marketing team they will not know what to create, furthermore the public
will not know that they have created anything. They are often in contact with
most elements of the team also, especially the product managers, games
designers and the artists.
These are the elements in a team involved in producing and
creating games, without each of these team members a company will not function
and be successful. Complete cooperation provides functionality in this industry
and is imperative in the popularity of a game in the modern industry. Although
each role entails different tasks and jobs the communication between
departments equally as significant making the ability to work as part of a team
and communication huge skills when getting into this industry.
Firstly when developing software you need to take in to count the customers’
needs and what is good at the time, this is the initial analyzing of
the market. these ideas are then approved by a bigger external company
to finalize the rights to a product for example: a company
like coca cola put out a request for a design team to
design their newest coca cola game, the design team are chosen and given the
rights to the game, they analyse the market and come up with a rough mock-up
of the game, if this is approved the game goes into the production stage if
it isn’t approved it will go back to the drawing board to be worked
on. The client always wants perfection as it is their money going into the
project and their company’s reputation on the line.
A software
development company would then go onto mocking a basic piece to show
to the client, this is then approved by several external factors and it is then
going into the creative stage. The initial mock up is then taken to a
new level and completely re-created. After weeks of creating and then perfecting it is sent to
testers who spend hours and hours rifting through all
elements of a game trying to find faults before it is released to the public
eye. This is to ensure they have nothing to complain and reasons to
pick holes in a piece of software.
The piece of software
is then released to the public which is the most risky part, if it had been
released too early it could be catastrophic for the creators and their stead
with the client. Being very specific whilst in the process of the software development is vital for development teams as they more often than not get paid more if their piece is successful and is fully functional.