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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

282<br />

U L T I M A T E G A M E D E S I G N<br />

Marketing Department<br />

The marketing staff is comprised of several folks with specialty contacts in every area<br />

related to bringing a <strong>game</strong> to market. They are focused on doing everything possible<br />

to help build and inform the playing audience about every single <strong>game</strong> title released.<br />

The public relations personnel help to build a bridge in a number of ways between<br />

players as customers and a <strong>game</strong> company. They host special events, try to support<br />

some player requests, and keep developers informed about public sentiment and reaction<br />

to certain issues.<br />

The technical/customer support staff works to support the player base as a <strong>game</strong><br />

title is released and then long afterwards. They run the help lines or hint hotlines, web<br />

sites, technical support FAQs, and so forth. They answer questions and assist players<br />

with resolving installation, patching, or compatibility issues. Without their work, a<br />

vital part of delivering a fun play experience to the customer would be lost. If players<br />

can’t get support or help with a <strong>game</strong> title, they’ll remember the experience the next<br />

time they see your logo on a box.<br />

A QA manager directs all testing services and resources to help insure to the best<br />

degree possible that a bug-free <strong>game</strong> experience is delivered to the players.<br />

A lead tester is a point of contact on a test team for any particular title. They filter<br />

much of the feedback from their test team, so that developers can get a clear picture<br />

of any outstanding bugs.<br />

A tester works to find <strong>game</strong> bugs and “break” the <strong>game</strong> so that bugs can be reported<br />

to and fixed by a <strong>game</strong> development team.<br />

Breakdown Conclusions<br />

I hope you’ve found the role breakdown for a developer/publisher hybrid useful. It’s<br />

best to keep in mind that many of these roles mean different things in different places.<br />

Much of the role specifics are determined by the size of a company, access to resources,<br />

and many other factors. Many of these roles are common throughout the industry,<br />

so they are worth mentioning here. As you pursue your own goals, you will at<br />

least have an idea about what kinds of positions are available in gaming.<br />

CASE STUDY COMMENTS<br />

ON THE TESTING DOORWAY<br />

It’s important to remember that QA is the doorway to <strong>game</strong> development for most of<br />

us. Your first week in a test department will probably be a shock, and that’s just fine. It<br />

shocks everybody. You won’t believe that you’re getting paid anything at all to play new<br />

<strong>game</strong>s, and you won’t believe the head-, neck-, and eyestrain. Be sure to take breaks.

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