[game_edu] Resource division for games

Mark Baldwin mark at baldwinconsulting.org
Thu Feb 5 12:06:39 EST 2009


I would like to diverge here into a discussion of what the typical resource
division (in time or money) is to create a typical A commercial game.
Below are the rough numbers I use. I'd like to hear some opinions on this.





Management

10%


Design

20%


Art and Sound

40%


Programming

25%


Q/A

5%



Mark



************************************

Mark Lewis Baldwin

Baldwin Consulting

685 Trailside Rd

Golden, CO 80401

303-526-9169

303-408-3727 (m)

mark at baldwinconsulting.org

http://baldwinconsulting.org

************************************



From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf
Of Nic Colley
Sent: Thursday, February 05, 2009 8:55 AM
To: IGDA Game Education Listserv
Subject: Re: [game_edu] Game "creators"



Wouldn't it be more correct to say that it is on a case by case basis. Each
studio focuses on different things for their games. Some buy middleware so
that they do not have to have a large team focused just on coding an engine.
Some are more intensive on art while others on code.



Thanks,

Nic Colley

_____

Faculty, Simulation & Game Development Program

Nic.Colley at cpcc.edu
704-330-6348





_____

From: Casey O'Donnell [mailto:odonnc at rpi.edu]
Sent: Wed 04-Feb-09 7:57 PM
To: IGDA Game Education Listserv
Subject: Re: [game_edu] Game "creators"

I don't think this is actually the case. I'm not positive, but based
on my observations at quite a number of studios I'd say that artists
and designers are far more plentiful than engineers. The "domination"
is more perceptual than real. I suppose if you include independent
developers who are working on game code on their own, then it might be
true. But then I'd say we should count all the would-be artists
playing with Max and Maya. Most games are asset/data bound any more
rather than engineering bound.

I'd be curious to know if I'm wrong on this count.

Casey


> The industry is unnaturally (given how games are now made) dominated by

> programmers. This is one step to counteracting that domination. I won't

go

> on at further length, I sent an opinion piece to Gamasutra about this term

a

> week or so ago, though given the amount of money it would cost to change

the

> names of Game Developer Magazine and Game Developers' Conference, one

might

> wonder whether they'll use it.


--
Casey O'Donnell, Ph.D.
Assistant Professor, Department of Telecommunications
Grady College, University of Georgia

http://www.caseyodonnell.org <http://www.caseyodonnell.org/>
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