tag:blogger.com,1999:blog-19884352.post1429967437050853484..comments2023-12-03T23:16:56.786-07:00Comments on Cumbersome: "Gamegineering" and the role of the game developerSeth Jaffeehttp://www.blogger.com/profile/12449603052617321357noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-19884352.post-33055159584510501952018-05-21T12:33:31.388-07:002018-05-21T12:33:31.388-07:00@Michael Brown -- Thanks! I feel like "Gamegi...@Michael Brown -- Thanks! I feel like "Gamegineer" sounds dumb, but maybe that's a plus in that it could grab attention.<br /><br />@Jonathan Ruland -- I personally like to keep the designer in the loop. but I don't ask permission to try changes, I try what I think needs trying, and once I find a change I like, I ask the designer to try it out.<br /><br />@ Chris Backe -- I agree, the word is a little bit silly, but in a way that's the point. I'm open to other terminology, the crux of the matter is that currently we have this term "developer" that does not adequately convey enough information, and for the exact reason you state: It's hard to tell where the role of the designer ends and the role of the developer begins.<br /><br />Sharing credit is one end of the spectrum (sometimes development is practically a co-design effort). But other times, it's not warranted. <br /><br />There are other issues as well... when we were kids, games didn't have the designer's name on them. In the last 20 years, hobby games have that info front and center. More recently, we've started to see the artist's name on the box cover as well, and rightly so (there's no question, good art sells games). But where do we draw the line? If developers get a front-of-box credit, shouldn't the graphic designer as well? What about the rulebook editor?<br /><br />@Mark Mistretta -- I am a developer at TMG, but my situation may not be the norm. In addition to game development, I also do other things (discovery, product management, etc). I am not sure how other companies with in-house developers handle things, not how freelance developers do things.Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-8008022970800311102018-05-21T11:09:06.884-07:002018-05-21T11:09:06.884-07:00Glad you posted on this topic as I have had questi...Glad you posted on this topic as I have had questions about game development for some time and never knew who to ask. So if you are a developer at one of the larger game companies, is that a paid position? Do you get paid a salary or is it based on commission per game? Is it part of a full-time job or could someone "develop" part-time?<br /><br />The reason I ask these questions is that I have always had an interest in game development (more on the co-design end of the spectrum and not the insightful playtester) but I have a full-time job so it would have to be something on the side. Mark Mistrettahttps://www.blogger.com/profile/01826795519942496060noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-21623831689158529562018-05-21T08:23:58.623-07:002018-05-21T08:23:58.623-07:00Unpopular opinion time!
'Gamegineer' soun...Unpopular opinion time!<br /><br />'Gamegineer' sounds like something concocted by Disney.<br /><br />As someone that wears both hats, it's also to say where one job ends and another begins. I'd just as soon give equal credit to the designer and developer via a slash, a tilde, or something similar. This would appear in the same notable place, in the same font and font size.<br /><br />Developers need to begin asking for (or demanding, in their contract) their rightful place in the headlines. They could also greatly assist in making their case by talking more / at length about how they transform a game after a designer has passed it on to them. <br /><br />Chris Backehttps://www.entrogames.comnoreply@blogger.comtag:blogger.com,1999:blog-19884352.post-30213282935315221472018-05-18T11:14:02.699-07:002018-05-18T11:14:02.699-07:00That will certainly get people's attention, an...That will certainly get people's attention, and it's catchy.<br /><br />I've been wondering, how much control do you take over the game when you agree to publish it? Do you OK all the changes you come up with during development with the designer, or do you just make whatever changes you deem necessary once you sign them?Anonymoushttps://www.blogger.com/profile/07925564506571563888noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-91962248187246237422018-05-17T16:51:52.658-07:002018-05-17T16:51:52.658-07:00Coin that phrase! I think that someone needs to do...Coin that phrase! I think that someone needs to do it, and you make a good point about designer being nebulous at best.theTrueMikeBrownhttps://www.blogger.com/profile/10455716356678012472noreply@blogger.com