The hierarchy (structure) of a games company
Would anyone be kind enough to describe the hierachical tree of a typical games company, ie: job titles (and what the job entails). Also can you detail the game development process, from concept to publication (and anything interesting inbetween). Are ideas driven by market research, like some much else in this day and age? Or is there room for individual inspiration? Also, working environment? Thanks for your time.
Zit wrote:
>Would anyone be kind enough to describe the hierachical tree of a typical games company, ie: job titles (and what the job entails).
Probably not, since you can just look that stuff up in FAQs, like for instance http://www.igda.org/breakingin/career_paths.htm and http://www.sloperama.com/advice/lesson10.htm and http://www.sloperama.com/advice/finances.htm
>Also can you detail the game development process, from concept to publication (and anything interesting inbetween).
Already been done. http://www.sloperama.com/advice/lesson10.htm
>Are ideas driven by market research, like some much else in this day and age?
Maybe sometimes.
>Or is there room for individual inspiration?
Maybe sometimes.
>Also, working environment?
Read http://www.sloperama.com/advice/lesson15.htm and http://www.sloperama.com/advice/lesson14.htm and find more articles to read - like on Gamasutra, for instance.
>Thanks for your time.
Your turn to spend time - read those articles.
>Would anyone be kind enough to describe the hierachical tree of a typical games company, ie: job titles (and what the job entails).
Probably not, since you can just look that stuff up in FAQs, like for instance http://www.igda.org/breakingin/career_paths.htm and http://www.sloperama.com/advice/lesson10.htm and http://www.sloperama.com/advice/finances.htm
>Also can you detail the game development process, from concept to publication (and anything interesting inbetween).
Already been done. http://www.sloperama.com/advice/lesson10.htm
>Are ideas driven by market research, like some much else in this day and age?
Maybe sometimes.
>Or is there room for individual inspiration?
Maybe sometimes.
>Also, working environment?
Read http://www.sloperama.com/advice/lesson15.htm and http://www.sloperama.com/advice/lesson14.htm and find more articles to read - like on Gamasutra, for instance.
>Thanks for your time.
Your turn to spend time - read those articles.
-- Tom Sloper -- sloperama.com
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