Game Development Community

How to delegate a workforce ??

by Henning Martinsen · in Torque Game Engine · 10/10/2006 (6:19 pm) · 1 replies

Hi
I hope it's in right forum, I didn't find for me about what am gonna ask.
How do you delegate your workforce ??
I have delegated up like this;
Developer, Sound Designer, Researcher, Historian, Composer, Designer, Artister, Programmer, Story Writer,
Dialog Writer, Voice Designer, Facts Writer, Facts Fiction Writer, Facts Fantasy Writer, 3D Models Designer,
Plot Writer, Writer, Storyboard Leader, Storyboard Creator, Storyboard Planner, Storyboard Writer,
Storyboard Designer, 3D Props Designer, 3D Items Designer, 3D Voice Designer, Avatar Designer,
3D Avatar Designer, Sign Designer, 3D Sign Designer, Props Designer, Items Designer, Models Designer,
3D Designer, 3D Artister, 3D Sound Designer, Art Effect Designer, Design Effect Designer, Models Effect Designer, Sound Effect Designer, Voice Effect Designer, Items Effect Designer, Props Effect Designer,
Sign Effect Designer, Avatar Effect Designer, 3D Art Effect Designer, 3D Design Effect Designer, 3D Models Effect Designer, 3D Sound Effect Designer, 3D Voice Effect Designer, 3D Items Effect Designer, 3D Props Effect Designer, 3D Sign Effect Designer, 3D Avatar Effect Designer, Terrain Designer, 3D Terrain Designer,
Terrain Effect Designer, 3D Terrain Effect Designer, Sprite Designer, 3D Sprite Designer, Sprite Effect Designer,
3D Sprite Effect Designer, Terrain Art Designer, 3D Terrain Art Designer, Terrain Design Designer, 3D Terrain Design Designer, Sprite Art Designer, 3D Sprite Art Designer, Sprite Design Designer, 3D Sprite Design Designer, Skin Designer, 3D Skin Designer, Spell Designer, 3D Spell Designer, Uniform Designer, 3D Uniform Designer, Weapon Designer, 3D Weapon Designer, Torque Scripter, Torque Macroer, Torque Engine Worker,
Maya Artister, Maya Designer.

Do I miss some delegate workforce ??
What is normal to have for a large company or what are they doing about it, to delegate workload ??

Is there some one who have an idea ??
Thanks.

#1
10/10/2006 (7:58 pm)
The problem is not delegation; the problem is coordination. Any one person will serve many of the roles you listed.

Instead, typically smaller teams within the larger team will tackle specific areas. Say, three model artists, an animator, two texture artists and a support programmer may tackle building "the central city" part of a level; work on it for a set period of time (say, three weeks), and then integrate back with the rest of the game. Repeat for each reasonable-size chunk of functionality.

Other possible teams:
Spell System (activation, effects, progression): 3 programmers, 1 game designer, 1 GUI designer, 1 texture artist.
Orc Dungeon (monsters, layout, quests, ...): 1 support programmer, 1 level designer, 2 character artists, 2 texture artists.

etc

There will be one or more overall leads whose role it is to ensure consistency and quality across the teams in each area (art direction, code cleanliness, etc). There is also likely a manager/producer type person involved in each team, either for things like task tracking, or for things like driving the vision of the team, or other such non-specific tasks. Often, the manager/producer can be one of the people on the team, as long as it's understood that this person won't be very productive in the assigned team role.