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The Director, a Team

Started by January 16, 2002 09:22 PM
4 comments, last by grungery 22 years, 11 months ago
I personally don''t know about the big "fuss" about game developers and their roles and what exactly their jobs entail. I have ambitions of becoming a game developer when I grow up and what I plan to do is write and/or direct games but definitely direct them. I would like to make my own stories but I don''t think I write TOO well; I think I''d be a better director. For me, whenever I think of the mind behind a given game I always like to think of it in a naive fashion... one guy sitting their telling programmers what to program because he already has a design doc already written out and is already discussing game ideas with some assistant. I know that some times it''s actually like this. I think two things: (1)A game designer can be many things, especially something determined by what kind of team you are in (2)For me, a game designer is mostly closely related to a director of a movie. He''s the basic big guy. The movie is literally nothing without him. I don''t think that a development team, programmers and all, has to always be involved with the creative/story part of a game; I know for a fact that some programmers just want to program because they enjoy it and it can pay well, so there''s no need for them to be involved. Sure, the team can contribute to the game, creatively if they want to (I don''t mean that programming isn''t creative; you know what I mean). I know that when I become involved in the industry I''ll be looking for a team in which people are open-minded and determined as well as people who do not think they have to be a creative part of the game. I noticed, in Metal Gear Solid 2, that Hideo Kojima is what seems like someone who I would like to be, in the sense of his role in a team. He directed and produced it; I think he helped on the screenplay or something. Anyways, maybe this whole train of thought is derived from my personal ambitions. I think more of making a game like making a film.... that''s why I like games like Metal Gear Solid/2, Resident Evil games,etc. I''d say the backbone of a film team consists of the director, screenplay, writer, producer and the technical team, and of course actors and such; These make up the back bone yet they are in different areas and I would like to make a game by keeping those areas distinct. Closing Note: Don''t get me wrong: I would appreciate and admire a programmer in my team trying to contribute to the game in some way (not programming). I would accept his comments and ideas. But I do think that a game can be fully supported by one director or maybe a couple of directors, which is something so many people seem to disagree with. That''s what I think at least.
Status: Ambitious fool, maybe, with a huge bias for games.
Once you've completed a project you'll realize why it takes a team to finish a game Game programmers are usually the ones in charge of gameplay design, and determining what can and can't be done because of technical requirements. If you want to be a leader on a team, work your way up and demonstrate to others why you deserve to be calling the shots. Even when i'm project lead, I still take everybodys opinion as equal to my own, and try to use what's best for the team. In hollywood they have directors who call all the shots, but they've all got bloated egos and our industry is smart enough to realize that everybody on a team who has something to offer should contribute whatever s/he can to the project

>> These make up the back bone yet they are in different areas and I would like to make a game by keeping those areas distinct.

I think a lot of people on the design board like to say this (no flame intended!). Like its been said in other topics, usually each team member has some type of development skill (sound, art, programming), and if they are good enough at it they advance the ranks at the company and recieve broader power. We have very few "celebrity programmers/designers" who make or break projects, its usually the effort of the whole who make the game come to life

- Kevin "BaShildy" King
Game Programmer: DigiPen
www.mpogd.com

Edited by - BaShildy on January 16, 2002 12:55:01 AM
- Kevin "BaShildy" KingGame Programmer: DigiPenwww.mpogd.com
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Go DigiPen!
Happy!
It''s true,it''s going to be a fair while still till it''ll be possible to make games like this without intense cooperation from all sides.I agree there should be a role for a director in the team,as in someone who basically is in charge of things like camera positions,and the direction in sequences,and the basic elements of the game.
This is a pretty small role though,and should be included as part of a game design role to whoever is best suited on the team.
To me the best designer would be one who had these skills but others.A director remember does not just handle direction,but is also the one who should really understand the most about the movie,he/she should have a picture of the whole movie in thier head,and should understand when things like special effects will be used,what sounds will be used,locations,everything basically.
If you''re talking about one person who really has a whole overall vision of a game,and can work to some extent on just the more non technical aspects of it and then pass it on to other people with thier input.They would have to have a similar grip on the whole process,at the moment the programmers have the most say on what can and can''t be done.So one of the most important things you can do is learn the process if you want a directorial role in a team.Or just work on smaller aspects in a tight team.The most important point you seem to miss is that a director as you put it,of a game cannot be soley responsible just for the creative aspects of the game.They must also know the technical aspects,just as in movies,otherwise it would envolve the input of programmers constantly in your work.
The way I feel the director role you are refering to should be is,it''s basically the person with the most overall knowledge and the clearest idea of the process of making the title,mostly from the creative side,but also understanding the technical side I feel is essential to this role at the moment.A /producer is a different matter,as you''re putting up the cash so can get away with wasting peoples time and expecting them to smile.
"There's so much to do, and a lot of you are wasting time.This is ART dagnammit! get creative or get buried."
quote: Original post by grungery I don''t think that a development team, programmers and all, has to always be involved with the creative/story part of a game; I know for a fact that some programmers just want to program because they enjoy it and it can pay well, so there''s no need for them to be involved.


Yes, but, and be very careful about it:

ONLY if you pay well.

Don''t expect to be able to play the "big guy" in a voluntary project. It won''t happen, because there will be nobody to boss around. You''re not paying -> there needs to be some other form of compensation, and that means giving the development team creative input.

Note that schemes such as "we''ll give you a cut of the profits" don''t work for this either, because profits are not guaranteed. Only a simple monthly paycheck will get you any programmers who''ll happily do gruntwork without creative input.




People might not remember what you said, or what you did, but they will always remember how you made them feel.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
I think my little essay was a little unplanned and spontaneous on my part.
To make a few things clear: I don''t care the least bit about being the BIG GUY on the team, bossing people around and what not, but I do feel strongly about not having to be involved technically in the game in all circumstances... I just don''t see it. There are tons of aspects to a game. I''ll use Twisted Metal Black for an example. First off, there are all the different weapons which someone has to create (I don''t personally think that just because a programmer or two can think of decent weapon idea then they have the actual Designing Job Role). Then there are all the different cars, most of which will probably be under the graphics artists'' hands. And there are all their individual stories where I see myself coming in because I want the game to have a specific or customized storyline, i.e, Deus Ex or Metal Gear Solid. Then the development cycle goes on and on.
If by saying that I need to know some techincal things, you meant some minor programming or at least its lingo so I could get around, I would have to disagree (pretty dumb of me, a 14 year old who knows relatively nothing about the industry). But if you meant that I would have to have direct influence with how tight turns should be in Twisted Metal Black or how dark a particular level should be or when a certain sound should play or the exact angles of a given cutscene, then I totally agree.

I was originally thinking of a team, just like that. But maybe if a programmer joined the team and as an assistant designer, then things would be different.

Anyways, I''m spent and tired.
Thanks for the replies.Really. I love to talk about this kind of stuff.

-Gerry "Insider"

wesker_21@yahoo.com
http://clubs.yahoo.com/club/residentevilconspiracyleauge
Status: Ambitious fool, maybe, with a huge bias for games.

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