Note: currently, the following idealized model is only available for small and medium-sized workshop R & D teams. In addition, the workload and salary are not necessarily set to a ratio. It is also possible to take advantage of low workload and low workload. Job Division: 1. Producer) Generally, a producer is not necessarily a planning. He/she is the leader of the entire team. Of course, the best case is a master program that understands game design, or even a director. In this way, the entire team will be given sufficient confidence, technology, the possibility of making products, and the formation of their own design concepts. "He will tell you what you can't do ." Important Index★★★★★★★★★★ Moderate workload High Salary settings Set unique personnel 2. Supervisor) The difference between a supervisor and a producer is that he/she is not necessarily a program. Of course, it is best to understand certain program logic, be good at balancing feasibility and grasp the game play point. His past experience and qualifications make him play a relatively easy role in the current team. "He will tell you what you can do when you are free ." Important Index★★★★★★★☆☆☆ Moderate workload/light High/high salary settings Set unique personnel 3. Main designer) Main designer is the best person in many planning projects to grasp the whole world. He/she is better at having a certain program Foundation and certain artistic capabilities, and understanding the advantages and disadvantages of the Market Game Products, the most important thing is that superior design skills and communication skills make him a bond between the contact team and various components of the project. "He will tell you what kind of game it is ." Important Index★★★★★★★★☆☆ Heavy/moderate workload High/moderate salary settings Set a person to be unique for a single project 4. Project Manager) Project manager is a manager. He can be held by a project's main project, or he can be an artist, a planning engineer, or even the boss himself. Where he came from does not seem to be important, but it is important that he will arrange the current project progress and planning well. "He will tell you what to do next ." Important Index★★★★★★★★★★ Heavy workload/heavy workload/moderate/light workload High/moderate salary settings Set a person to be unique for a single project 5. World creator) World Creator should be a fantasy artist and author of fantasy literature. In the opinion of many people, world Creator does not have to exist in China. In fact, most companies do not have such a job, in addition, some companies threw all the important functions to the so-called "copywriting". In a better case, they made a "plot planning ". The most interesting thing is that "plot planning" is sometimes one of the task designers. "He will tell you what kind of world it is ." Important Index★★★★★★★★☆☆ Extremely Heavy/heavy/moderate/light High/moderate/low salary settings Set a person to be unique for a single project 6. Mathematical contorlor) Mathematical contorlor has a clear grasp of numerical values. Generally, only one to two persons are required for a project. His responsibility is to digitize all system designs. He is doing meticulous and rational work, designing and entering attributes, levels, and experiences such as characters and monsters ...... All content related to numbers. In addition to using Matlab and other mathematical tools to analyze data, you can also use Excel and other tools to fill in the configuration table. "He will tell you how much this value is suitable ." Important Index★★★★★★★★★★ Extremely heavy workload/heavy/moderate High/moderate/low salary settings Set up project 1-2 7. System Planner) System planner divides game projects by system for targeted design. He is good at using Visio or other tools to draw an interface for art reference and maintains good communication with programmers responsible for various systems. Therefore, it is also a rational position. These systems he designed are part of the game, so they are important or valuable. "He will tell you what this system is ." Important Index★★★★★★★★★☆ Heavy/moderate workload High/moderate salary settings Set up project 1-3 8. Scenario designer) Scene designer originally meant to be an artist engaged in scene design. This is used to replace level designer in the standalone era, that is, level designer. Because the level problem has been handed over to the personnel engaged in system or numerical design, he only needs to do a good job related to the remaining scene Map Layout. Level designers are the closest people to art in planning. Scenario Design requires a lot of manpower, so a special group is usually set up. In this group, except for teamer leader, common full-time designers can all be called scene designer. If you are only engaged in map farming, you may call it putter. "He will tell you why this map is like this ." Important Index★★★★★★★★★★ Extremely Heavy/heavy/moderate/light High/moderate/low salary settings Set up single project 1-8 9. Task designer (QUESTS editor) Quests editor's work will become heavy when a game project requires a large number of tasks, so the need for human resources depends on the project itself. To be accurate, quests editor should also have a certain degree of literary temperament. At least the words to be edited should be fluent. If the problem is better, you 'd better use a macro or Excel table to generate the configuration script instead of simply filling the task in the database with the task editor. Many of his work should be carried out under the guidance of the background architect to ensure that the style is as consistent as possible. "He will tell you what stories are known in this world ." Important Index★★★★★★☆☆☆☆ Extremely Heavy/heavy/moderate/light High/moderate/low/extremely low salary settings Set up single project 1-8 The above is for reference only. Do not be superstitious. Everything changes according to the actual situation, and some positions can be removed. Re: Division of game company Planning Department The main policy uses PowerPoint, Visio for system planning, word for Task Planning, and Excel for numerical planning. Re: Division of game company Planning Department In fact, Chinese companies are now making a general transformation from creative development to market-oriented development. Or the previous online games were created> production> sales models; In the past two years, we have gradually moved to the same market demand as traditional industries> evaluation> Design> sales model. It can be seen as a kind of transformation from the creative orientation of the primary creator to the production orientation based on market needs. In addition, looking at a common phenomenon in China, online game development has also undergone several changes: 1. 01-03 At this stage, the development of online games in China has just begun. Most companies are developing single projects. Therefore, they are generally divided into planning, program, and art departments, at this time, "main planning" is a very Nb position; 2. 03-06 years At this stage, the parallel development of multiple projects is emerging in China. The Division of Planning, programs, and art is difficult to meet the resource scheduling and needs among multiple projects. At this time, the project system began to emerge, many companies have begun to adopt the division of departments by project. The "producer" and "Project Manager" statements at this stage have become very fashionable. 3. After 06 years At this stage, online game development in China has become more mature. Some game development enterprises have begun to gradually absorb the experience and thoughts of traditional industries, according to the project's organizational structure, the disadvantages of resource grabbing and difficult coordination and management are shown, and the disadvantages of coordination between R & D and operation are also obvious. Therefore, many companies have started a new round of organizational structure adjustment. The concept of "Big products (Planning)" has started to emerge in some companies, in essence, the company closely integrates development planning and operation product personnel to participate in the operation of a product. Shanda, giant, and other companies have clearly established product centers or planning centers to coordinate various projects and manage products (wanglong and perfect companies have similar authority departments in essence), however, most of this model also exists in the exploration phase. The final simplification of the product (because the sharing of the product design surface is too powerful) also exists. What kind of trend will happen in the future? In fact, everyone is trying or watching. Then let's talk about planning: the earliest game development and planning did not show a particularly important point. At this time, many procedural arts are also responsible for planning; later stages of planning are further clarified. At this time, it is generally divided into primary planning and game planning (execution planning). In this era, game tool applications and configurability are still very fashionable; later on, the division of labor between systems, numbers, checkpoints, and texts became popular for a while. In fact, the division of labor in game planning varies greatly from company to company, I personally prefer to divide planning into design teams and execution teams. The design team is responsible for designing game functions, and the execution team is responsible for following up on these settings. The design team should be responsible for systems, numbers, and levels. The execution team is responsible for creating maps, creating scripts, and tracking the execution process. Essentially, a planning team has four main responsibilities: management, evaluation, design, and execution. Management: Version requirement and progress plan preparation. General positions: planning director/manager, main planning/planning lead Evaluation: product analysis (internal/external), think tank role, general position: Product/evaluation specialist DESIGN: responsible for Product Planning and Design Based on version requirements. General positions: system planning, numerical planning, and level planning Execution: Follow-up and maintenance of the production process. General positions: execution planning and level planning (Execution class) Generally, small and medium-sized companies do not have an evaluation team. Management and execution teams overlap a lot, and design and execution planning overlap. This is caused by the workload and cost. The current situation of planning in China is that the smaller the company is, the worse the situation. The truth is very practical. Small companies tend to focus on programs, not that small companies do not pay attention to planning, however, we have not yet paid much attention to the planning stage, but some companies with strong capital and stable technical support often attach great importance to this position, however, such companies also have strict selection criteria and a high entry threshold for such candidates. Some listed companies in China often have a very different salary and treatment level from some small and medium enterprises. Re: Division of game company Planning Department Yes, the current domestic online gaming companies have different ways of division of labor, resulting in extremely chaotic job names. For example, if you do the same thing-world design, some companies set up "plot planning". If you do not have this position, you will usually lose it to "text, it is usually done by the level designer. The so-called "level designer" is another of the most chaotic positions: What is a map scenario called a level? (So art is a level ?), In fact, from replica gameplay to character growth, there is no "level" involved. Generally, Level Planning shares online activity tasks due to its independent gameplay experience ...... (Maybe a company with a small division of labor will distribute the activities to what is called "Market Planning "). In fact, what is a job title. What is done is true. Re: Division of game company Planning Department At first, the landlord said this was an "ideal", so it was not the actual situation. All the work of game development is that, how to divide and scale is related to the budget, the landlord said that the job distribution of small and medium-sized workshops, but the layout is as simple as one-to-one ~ 8 people, a planning department should have at least a dozen or 20 people. Why is it not a small workshop? In real situations, almost all of these positions have a lot of repetition, mainly depending on the capabilities and attributes of various planning to allocate work. Besides, I suggest you go to the overseas recruitment website to see how foreigners divide positions. |