were they full time "spec guys" ? they didn't do anything else, like code or art or biz or marketing stuff?
Yeah, their job is "game designer", or "level designer". They don't do art or code. The closest they might come is some grey-box art to demonstrate how they'd like something laid out, or tweaking some variables in a script file that a programmer has given to them, or plugging in triggers/events/objects in a level-editor / visual-scripting tool.
They're still a very rare position though, with probably a dozen (or two) other staff for every one of them.
or is it done out of phase? once the spec is done, the designers start on the next project's specs, and just go into caretaker mode on the current project?
They definitely have a disproportionate amount of work at the beginning of a project. There will hardly be any staff on a project initially - no big team of artists or coders yet. The bulk of artists and programmers can't join the project until they have concepts, designs and a schedule/plan to follow.
During the project, the designers are still kept busy though. No plan survives initial contact with the enemy, and with game designs that often means that when you first get to play it, it's not as fun as it should be.
A lot of details will be impossible to specify in complete detail -- e.g. the designer can't really say up-front that a storm-trooper's "raise weapon to aim" animation should take
exactly 0.54 seconds. This detail though does have a knock-on effect on the gameplay, so when reviewing the progress of the game, the designers, animation programmers, and animators might all iterate on this minute detail to tune in the fun.
As character abilities, enemies, AI, etc all come together, the design might need to be changed to account for features that didn't work out, or things that were accidentally invented/discovered along the way and turn out to be fun.
The guys with the money might also butt-in with feedback during development, making demands that the designers then have to massage into their design.
Towards the end of a project, the designer might even be involved in the final bug-fixing stages, prioritising which bugs are "
must fix before shipping" and which ones go into the "
we can pretend that's a feature" pile ;)
Often designers also take on the role of a producer/project-manager somewhat: assisting in scheduling of milestones, which features should be worked on each week, liaising between departments or otherwise making sure that communication is happening, etc... and if they really have nothing to do, they can help QA find problems in the current build ;)
But yes, the staffing needs of a project typically start small, explode in the middle, and then go back to being fairly small at the end. Big studios with a lot of full-time staff need to find ways to keep everyone busy (
and employed), so having two or more overlapping projects can be a good idea (
assuming the biz guys can drum up enough business, or keep enough cash in reserve to independently fund the studio).