Game production team


















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Producers tend to have little or no formal training, because it is almost impossible to quantify what that foundation of knowledge should look like. Is it project management? Is it stakeholder management? Is it keeping game teams happy and giving them a nudge in the right direction? Is it standing over Jira kanban boards and asking for progress every day?

They work on all of the physics, collisions, interactions, and movement of every single character and object in the game. They write the routines that specifically define what happens when a character interacts with other characters with objects and how the controllable characters respond to the game player's input on the control device.

They write the logic that make the characters and objects all act as per designed in the design document. Once all of the base elements have been implemented by both the artists and programmers, the production team will then work on trying to optimize all the aspects of the game to get it to run well on the hardware being developed for.

Decisions will have to be made as to whether to reduce polygon counts on objects or characters or eliminate or add new lighting or special effects in order to get the game running at a frame rate that's deemed acceptable by the development team.

In some cases, a company will do whatever it can in order to keep the game running at a constant 60 frames per second by sacrificing visual effects or polygonal counts or just my optimizing the models, textures, and AI codes to the fullest, while others are willing to sacrifice a consistent frame rate to throw in as much eye candy as they can muster.

Phase 4: Post-Production The final stage of a game's development is the post-production stage. This begins when the game is considered "feature complete" and all of the code has been written and art has been completed. This is when an alpha version of the game is created and is supplied to the game's test department to bang away at and find bugs and major flaws in the game that need to be changed whether by the artists or programmers.

One all of the bugs and major flaws are identified and addressed, a beta version of the game is then produced and once again sent to the test department to be picked through with a fine tooth comb. This is where the hardcore testing is done and every single bug regardless of how major or minor is documented and attempted to be fixed, with the major "A" type bugs the top priority with the "B's", "C's" and less important bugs addressed as time or company policy may dictate.

When developing a title for any of the consoles by companies such as Microsoft, Nintendo or Sony, this is also the stage where the testers must make sure that the game abides by all of the "standards" that are determined by the manufacturer of console that must be followed in order for the game to be approved for release. It includes things such as the "B" button always having to be used to back out of menus on games developed for the Microsoft Xbox and the "A" button always having to be used to advance.

Once all of the bugs have been fixed and all of the standards have been determined to be met, a final version of the game is made and, in the case of the consoles, is sent to the console maker to get tested and approved for release on the system in question. If bugs are found or approval is not met, the production team will fix all of the problems in question, put it through their own test department again to ensure that everything was fixed and nothing new was broken, and then once again submit it for approval.

All that's left to do once the game is approved by the console manufacturer or just "finished" by the developer in the case of PC games, is for the game to be manufactured and then distributed to stores where you can go out and buy them.

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