You Want to Get into Games, but as What?2
Matt posted in The Industry, Getting into Games on August 24th, 2006
Many people want to get into games, but they have no idea what the different jobs that are available in the game industry. So, if you are uncertain, here’s an explanation of the roles and what they do. Keep in mind that every studio makes a games a bit differently, but I’ll try to explain all the common things that an employee might do in that role.
Art – This one is pretty straightforward. These are the people that create the in game assets, both 3D models and 2D textures. Currently, there are two main specializations: environment artists and character artists. Environment artists do all the level art. This includes set dressing, collision, and all the non-animated art assets that go into the level. Character artists do the characters in the game, which are usually animated. Sometimes the character artist has to rig the model, whereas sometimes the animators do that. Many believe it’s better for the character artist to rig the character because that way they know that they put enough polys in joint areas and to make the skinning look smooth. There is increasing specialization in art. Some places have people who only do 2D textures. Some people specialize in rigging or lighting. But, it’s a good idea to know how to do some of everything before you specialize since you probably won’t be able to do one task for your entire career. Artists need an impressive portfolio in order to get into games. An art degree is optional.
Animation – These are the people that take the characters (they could big rigged or not) and make animations, so the programmers can have the characters do things. They also do animation for in engine cutscenes and any videos that play. They work in Maya or whatever 3D animation package the particular studio is using. (Maya is the most common) Animators study motion and try to recreate it for game characters be it a bush or a human. Most games use skeletal based animation in the game itself, so it’s important to be familiar with that. As people specialize, they’ll probably be people who only do FMVs using really high poly and high bone count models, and people who only do in game characters that are a bit more conservative as far as bone counts and polygons are concerned. Animators get a job based on their demo reel, so going to college isn’t necessary if you are very talented at animating.
Design – This is one of the most varied roles in the game industry. Sometimes they are just the planners who come up with the idea for the game and the levels. Other times they actually do the implementation. At some studios, there are just a few designers who mostly work in a word processor writing documents to describe their game ideas to the rest of the team. Sometimes they actually draw out level blueprints that they hand off to the environment artists. At other studios, it’s an iterative approach where they work closely with the artists to create something that is both aesthetically pleasing and fun to play through. Some studios have more designers, and they do the actual level creation. The level creation is done with whatever tools the engineers have set up. Some studios use plugins for the modeling package that the studio has chosen to allow game editing. Other studios have a stand alone editor. The level of technical skills required for a game designer also varies from company to company. Some designers actually use a scripting language to program the behavior of the game objects. Other designers only use the simple game editors that engineers create for them. Designers usually don’t have a college education and come from quality assurance.
Engineering – Engineers are the programmers who take the game ideas combine it with the art and make it work. Most companies split their programmers up into at least two categories: the engine team and the game team. The engine team actively maintains the studios technology that changes from project to project. The game team is working on features that are specific to the title currently in development. The engine team is usually responsible for the core technology behind the game including tools, rendering, collision, physics, networking and so on. Even if a company purchases middleware to handle some or all of those tasks, they usually still have a team that makes a layer on top of the core game engine to tailor it to suit the particular game’s needs. In reading about Tim Moss’s talk about development on God of War, it sounds like they took this idea to the extreme and only engine programmers (7 of them) create tools so that the rest of the team could do work that might fall on game programmers ordinarily. If the team isn’t structured like Sony Santa Monica, then they have programmers creating custom widgets that designers use or actually setting up the level logic. So for example, a programmer could make a generic door widget that opens under certain circumstances and enemies that can be placed by designers inside the game editing tools. At other companies, game programmers create the widgets they want to use and then set them up inside the game editing tools. In this case the designers give descriptions and advice, but all the implementation is left up to the programmers. Each method has its own merits. Programmers have technical experience and usually have a degree in computer science or engineering.
Production – The term producer means a lot of different things to different people. At some studios, the producer is equivalent to the game’s director. The producer is the visionary behind the title and has the final say on everything. At other studios, they are just in charge of the schedule and coordinating between the different teams. They are the point of contact for the publisher, they organize the QA teams and work with the localization company. Assistant and associate producers help out the producer with these tasks. Usually, producers have little or no college education and come from quality assurance.
Quality Assurance – These are the people who test the games. No, it’s not playing games for a living. It’s a thankless job that involves the mundane like doing the same action over and over to try to reproduce a bug. The best testers need to have a basic understanding of how games work, so they know how to break them. This is an entry level position, so no experience is required. You do have to have a lot of patience and a high tolerance for boredom because you’ll be playing the same game for hundreds – maybe even thousands – of hours, and I’m sure even your favorite game will seem dull after that much playtime.
Hopefully, that gives you an idea how the games industry is structured and what position you want to apply for. If you have any questions, post a response, and I’ll be happy to answer them.
