What is the breakdown of jobs in game development?
- by Destry Ullrich
There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have.
Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles:
Art
Animator (Characters, creatures, props, etc.)
Concept Artist (2D scenes, environments, props, silhouettes, etc.)
Technical Artist (UI artists, typefaces, graphic designers, etc.)
3D Artist (Modeling, rigging, texture, lighting, etc.)
Audio
Composer (Scores, music, etc.)
Sound Engineer (SFX, mood setting, audio implementation, etc.)
Voice (Dialog, acting, etc.)
Design
Creative Director (Initial direction, team management, communications, etc.)
Gameplay Designer (Systems, mechanics, control mapping, etc.)
World Designer (Level design, aesthetics, game progression, events, etc.)
Writer (Story, mythos, dialog, flavor text, etc.)
Programming
Engine Programming (Engine creation, scripting, physics, etc.)
Graphics Engineer (Sprites, lighting, GUI, etc.)
Network Engineer (LAN, multiplayer, server support, etc.)
Technical Director (I don't know what a technical director would even do.)
Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?