BA1b – Games Industry Roles and Contexts
This project involves the exploration of the commercial side of gaming, with a focus on roles, practices, structures, and possible futures in the games industry. It will open our mindsets towards job roles in the games industry through inependant research.
You will research the different ways in which artists and designers are involved in
digital game production, ranging from ‘AAA’ developer/publishers to small
independent studios. The project further engages co-operation and overlap across
media industries and the economic and social dynamics of production/consumption.
Working in assigned groups of 3 or 4 you will produce a 10-minute presentation that
focuses on an aspect of change in the games industry – exploring why you think this
is significant for game development and what its implications are for the future of
Undertake extensive research into practitioners and companies to gain
understanding of contemporary industry roles and practices. Conduct primary
research by contacting and/or visiting examples of the above, making effective use of
guest lecture content, and present your findings in a professional and co-ordinated
You will conduct secondary research of academic and industry sources using both
analogue (books, journals, magazines, corporate literature) and digital (developer
blogs, e-journals, conference papers) sources. You will be expected to historically
and culturally contextualize your example. Be aware that in the industry teamwork
and co-operation in the face of hard deadlines is essential, and your group is
expected to present as a team.
CHRIS GREEN 300 WORDS
MEGAN RICE 300 WORDS
AIDEN LE SANTO
ROBIN MILTON video?
CHRISTIAN-PETER HEIMBACH marketing
Diversity between 2D&3D within AAA & Indie companies
As a group we began researching the relationship/synergy between 2D and 3D artists in AAA and Indie game companies. How these artists’ role and work impacts the development/production pipeline – How do they influence each other? – Numbers of each in jobs 2D vs 3D (which gets hired more frequently?)
It was vital that we contacted professionals currently working in the industry. I contacted ‘Maxime’ who worked as a Senior Level Designer at Ubisoft. He then went on to make his own company ‘Gingear Studios’. This is the perfect case to use for my research since Maxime has a opinion on/ experience in a AAA and an Indie company.
-research actual companies, ubisoft, epik games, ADVERTS artstation, gamesindusty.biz how frequently job roles appear, more or less in sub roles, junior/senior look a JOB TITLES. Big jobs get advertised with more competition. Genralist position bottom of pyramid. -Sources: linkdin, books ‘Game development essentials’, reddit (FAQ), Twitter, actual humans we know,
Artist Roles within an Indie games company:
An Indie company generally hires less people than a AAA company. An Indie game can require employees to take on board several crucial roles as one job.
-Quality Assurance tester
In an independent game company there is more demand for universally skilled individuals. These individuals can be expected to produce a combination of concept art, character, environment, animation, illustration, and design; all 2D and 3D. One person may be expected to complete all of these roles.
We contacted Gingear studio for a professional opinion on this matter. THE OWNER named ‘Maxime’ replied with; “AAA companies hire people to do very specialized work, whereas indie studios are looking for people who are awesome at something and great at lots of other stuff.” Indie companies need creative people who are able to provide a great input on the production of the game. They must not only be proficient in for example, 2D concept art, but simultaneously be capable of 3D concept art. Having a skill in 2D and 3D is much more valuable to a games company as they could hire one person instead of two, when one person is all that is required.
Jobs often require that you must have experience with Photoshop and Maya and similar software. It can be assumed that people won’t be expected to solely be a 2D or 3D artist within a AAA and more importantly an Indie company. Within a role, people are expected to be able to do either or; or the minimum be skilled within other areas.
Maxime worked at Ubisoft (2005 – 2015) as a Software Architect / Senior Level Designer, on projects such as Assassin’s Creed: Syndicate, Assassin’s Creed III and Prince of Persia: The Forgotten Sands (Wii). Looking at his previous roles it is clear he had his fair share of experience in working for a AAA company.
He said, “I was in charge of marketing and finance. For our next game, we don’t plan to be more than 8 on the project, to give you an idea.”
Gingear is an indie games development studio founded by Maxime Beaudoin and Julie Lortie-Pelletier in February 2015.
-‘Game Development Essentials (second edition) Jeannie Novak.
-‘The Video Game Industry: Formation, Present State, and Future’. Edited by Peter Zackariasson and Timothy L. Wilson.