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Production Roles - Indie Games the Movie/Developers of Super Meat Boy
Tommy
Programmer who had to learn coding to make the game, mainly worked on bug fixes, felt like they couldn't work in a big development team/company, made the game to be a reflection of themselves no matter if people liked it, "sacrificed his life" for the game's development, after the game's sales went well he managed to pay off his parent's debt
Ed
Had been drawing and inventing monsters since he was a child, Aether was created for his niece who reminded him of his younger self, spends less time with his partner during the development of the game, after the game's release he got a house for him and his partner thanks to it's success
Production Roles Within Mainstream Game Development
2D artist
2D artists in game development are often split into separate groups depending on their job or role; concept artists, storyboard artists and texture artists. They also work alongside the programmers to create a game's menu assets, icons, etc.
An artist's tools often depend on how they work or what area they work in. Concept artists are more commonly know for using traditional mediums, such as watercolour, copic markers, or a more simple pencil and paper, but that doesn't mean they are limited to them. A lot of character concept artwork is created digitally, as you have easier access to different colours in any drawing software (such as Photoshop, Illustrator, Paint Tool SAI, etc) than you do traditional mediums.
A majority of artists working in a big development company have at least one qualification in an art based subject, such as fine art, illustration, or graphic design. With the increase in numbers and sizes in development companies, specialized game art and design degrees and courses have become more popular in the industry and many companies require that you have one of them.
Programmer
The programmer in a game development team is the one who creates all the functionality of the game, from physics to controls and settings. As they don't make the assets of the game themselves, they work closely with the art department to make sure their coding is compatible with all of the assets.
The engine or coding language changes depending on the company or requirements of the game. For example, many smaller, indie titles are made with softwares which the public can purchase online, like Gamemaker Studio 2 and Unity. Larger companies, however, often develop subversions of existing softwares, or create their own. For example, SEGA has developed the Hedgehog Engine which they use to produce titles in the Sonic The Hedgehog series (eg Sonic Unleashed, Sonic Forces), hence the software's name.
In a professional setting, programmers are required to have a qualification in computing or game programming in order to join a company. There are degree courses specifically for game programming, which are getting more popular in the gaming industry. A lot of indie developers, however, tend to not have any qualifications or limited knowledge and learn how to program with the game's development.
Tommy
Programmer who had to learn coding to make the game, mainly worked on bug fixes, felt like they couldn't work in a big development team/company, made the game to be a reflection of themselves no matter if people liked it, "sacrificed his life" for the game's development, after the game's sales went well he managed to pay off his parent's debt
Ed
Had been drawing and inventing monsters since he was a child, Aether was created for his niece who reminded him of his younger self, spends less time with his partner during the development of the game, after the game's release he got a house for him and his partner thanks to it's success
Production Roles Within Mainstream Game Development
2D artist
2D artists in game development are often split into separate groups depending on their job or role; concept artists, storyboard artists and texture artists. They also work alongside the programmers to create a game's menu assets, icons, etc.
An artist's tools often depend on how they work or what area they work in. Concept artists are more commonly know for using traditional mediums, such as watercolour, copic markers, or a more simple pencil and paper, but that doesn't mean they are limited to them. A lot of character concept artwork is created digitally, as you have easier access to different colours in any drawing software (such as Photoshop, Illustrator, Paint Tool SAI, etc) than you do traditional mediums.
A majority of artists working in a big development company have at least one qualification in an art based subject, such as fine art, illustration, or graphic design. With the increase in numbers and sizes in development companies, specialized game art and design degrees and courses have become more popular in the industry and many companies require that you have one of them.
Programmer
The programmer in a game development team is the one who creates all the functionality of the game, from physics to controls and settings. As they don't make the assets of the game themselves, they work closely with the art department to make sure their coding is compatible with all of the assets.
The engine or coding language changes depending on the company or requirements of the game. For example, many smaller, indie titles are made with softwares which the public can purchase online, like Gamemaker Studio 2 and Unity. Larger companies, however, often develop subversions of existing softwares, or create their own. For example, SEGA has developed the Hedgehog Engine which they use to produce titles in the Sonic The Hedgehog series (eg Sonic Unleashed, Sonic Forces), hence the software's name.
In a professional setting, programmers are required to have a qualification in computing or game programming in order to join a company. There are degree courses specifically for game programming, which are getting more popular in the gaming industry. A lot of indie developers, however, tend to not have any qualifications or limited knowledge and learn how to program with the game's development.
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