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Working in a Game Team Print

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Collaboration across disciplines.

WHO IS INVOLVED

Designers Programmers Artists Audio Writers Producers Testers

WHAT CAUSES FRICTION

Disciplines not understanding each other's constraints Changes made without informing dependents Ambiguous ownership Feedback given as instruction

WHAT HELPS

Shared vocabulary Clear ownership per area Early involvement of those affected Feedback describing the problem, not the solution

WHY THAT LAST POINT MATTERS

The person who owns the area usually has a better solution.

WHAT PROGRAMMERS SHOULD PROVIDE DESIGNERS

Values exposed and adjustable Fast iteration Tools rather than requests

WHAT DESIGNERS SHOULD PROVIDE PROGRAMMERS

Clarity about what the experience should be Willingness to accept a different implementation achieving it

WHAT ARTISTS NEED

Technical constraints, early and clearly Consistent direction Pipelines that work

WHAT EVERYONE NEEDS

A build they can play, regularly.

WHY

Discussion about a game is far less useful than playing it.

WHAT TO ESTABLISH

Regular playthroughs, by everyone.


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