Know Your Role – Game Development

It has been a lot of time since my last post! In the meanwhile a lot of things happened, but well, that’s not the point of this post.

Today I want to share a very basic knowledge of the common roles you can find in the Game Development field, just to help those people who still are not sure of what to do or what to study. Note that there is no general rule to define these roles, this is only how I see the organisation of a team in a Game Dev studio – just a pretty basic and very generic representation. We can find four main macro jobs:


People who write code. They are generally responsible for all the software that the studio builds. There are quite a few typologies for a programmer which vary according to the goal the programmer has to cope. Just to list a couple of them: we have Engine Programmers taking care of the “system” that runs the game; Gameplay Programmers, specialised in one or more area, who implement the actual game and often interact with Game Designers; Tools Programmers, building off-line software that is used by other people in the team; Technical Directors, that follow the project on a more high-level, technical view.


Game Designers have just one major tough task and, as you may imagine, is to design the game. This typically means think about what the gameplay of the game will be. This involves game mechanics, player interaction, missions, story etc. Some designers can also be more technical, modifying game data, writing high-level code (such as scripts) and working closely with Gameplay Programmers.


An artist has to do with game assets: models, animations, cinematic, concepts, audio and so on. It is a fundamental role which includes very specific jobs and, in most of the cases, their work is what the player will notice as one of the first things – from the game trailer, to the first screenshots of the game. The main categories here are the Concept Artists, who transform designer vision into a drawing used for further development; 3D modelers, making the geometry that will be used in the game such as characters, props, weapons; Animators, providing the characters smooth movements and actions that will be used in game.


Usually a producer has to do with scheduling the game milestones and taking care of the general development. Often this job has more to do with the “business” part, since a producer should take care of delivering the project in time and with as less problems as possible. Sometimes a producer can also influence the evolution and the development of the game.

I hope I have listed the major roles in a clear way and clarified any doubts.

I’m back!

Hello folks, I know that it has been a while since my last post. During this time, I was finishing my erasmus period in Vienna and I got my degree. I was really busy writing my thesis, but I enjoyed it. Then I decided to move to Dundee, Scotland, to study Games Development, for my postgraduate degree. So, now… I’m busy again! I’m trying to update my portfolio and to write an article soon, let’s hope it won’t take too much time!

Meanwhile I changed the blog theme (hope you like it) and I’ve written some drafts for some of my projects. Any feedback is appreciated.

Some pics of my updated projects:

An introduction to SHOP 2 Planning System


In these days I’ve done a seminar in artificial intelligence based on SHOP 2 planning system. I made some slides that cover an intro to the system SHOP 2 as well as an intro to Hierarchical Task Networks , I also provided some (cool) applications. Unfortunately, as far as I know, slide share does not allow animation in slides, so something has been”lost”. I’ll also put the extended version of the slides in these days!