Archive for the ‘The Job’ Category
The Job #3: Crunches, Scheduling

Developing games isn’t an exact science. It requires pain and iteration to make a good game and very rarely it’s a slam dunk from the beginning. Especially with new IP, the growing pains can be immense, but should be expected.
Here’s a brief article about the bane of professional game development and some ideas that can start bringing in the remedy.
The Job #2: Designer Essentials

Above: Part of our lego collection at Sumea for prototyping ideas
There are a few things essential for any game designer who’s job out there is to take a game from a concept/vision stage into full feature specs, to production and finally onto the shelves or in digital stores.
This is a list of what a good game designer should do and have.
The Job #1: What’s it about?

In “The Job” articles, we look a bit of what game designers should actually be doing, what are the fun and less fun aspects of the job and possibly in the future, even interview some designers.
So what’s it all about?
The “Game Designer” is almost like a blanket term for the people in the industry who fall in-between the artists and the programmers. They are the curious kind that always evoke the question “So what do you really do?” whenever the job title is mentioned.
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