Video games are now a huge industry, with all the associated
risks and rewards. No longer is game production something done by individuals;
the success of a game affects the jobs of hundreds of people, and if a game
fails it can be a devastating loss to many people.
As games become
larger and more complex, it’s inevitable that larger teams are needed to produce
them. Not only that, but the demand for increased
quality has to be met by introducing specialists into the industry, meaning no
longer is the person working on coding also producing the sound, or the
animation. Instead, people with vastly different skillsets have to work
together, and the organisation of such a group of people is of upmost
importance to their efficiency.
Sometimes two individuals will have vastly different jobs –
for instance a music writer and a character animator, or sometimes the jobs
will be as closely related as two 3d artists working on different sections of
the same environment. Either way, these individuals still need to be
coordinated in a way that will produce the best final product, with the most
efficiency.
Usually, production teams are split into their specialised
groups, with each smaller team having a leader who is responsible for content
specific to that area, and another person overseeing the co-ordinating of all
those groups. Sometimes, within these groups there is further specialisation:
for instance, the team producing concept art will have some people designing
environments, some designing characters, and some designing vehicles. In that
example, even with a wide array of different subjects, there still needs to be
a consistency in the style and colour, and it is the job of the art director to
both set that standard, and to enforce it.
Game production is an industry that is very time sensitive.
On one hand, the games themselves take a long time to produce, and on the other
hand companies are continuously competing with evolving technology, trying to
get a game out before progress in graphics or other areas makes their current
project obsolete.
As such, companies almost always use a pipeline to structure
their development and to ensure that the game will release on schedule. There
is a very distinct order which tasks have to be completed in, as further steps
are reliant on previous ones. For instance, 3d artist cannot start working
until they have something to base their game assets off of, and game testers
cannot begin until they have something to test.
This dependency also means that any type of delay with have
effects further along the chain. Delays in releasing a game could potentially
lead to huge loss of profits.
Having certain part of the company working at different
stages like this does create the problem of some teams having nothing to do for
long periods of time. There are a few ways companies can get around this. They
can overlap pipelines, meaning once a section of the game is completed, they
immediately start work on the next project.
Parts of production are sometimes outsourced; individuals or
teams are hired only during a certain period of time, sometimes to create a specific
set of content. Outsourcing means that companies only pay for them when they
are needed. Sometimes part are outsourced because the people being hired are
specialists and can create higher quality work, or sometimes the outsourcing is
undertaken by a group working in a different country where labour costs are
significantly cheaper.
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