Nencetty_K_Mod5_IndividualReflection
docx
keyboard_arrow_up
School
Southern New Hampshire University *
*We aren’t endorsed by this school
Course
305
Subject
Industrial Engineering
Date
Feb 20, 2024
Type
docx
Pages
2
Uploaded by BaronFog20240
Kylie Nencetty
GAM 305
Module 5-3: Individual Reflection
2/6/2024
Some overlap does exist between the responsibilities of the technical director and the producer of a project. Both the technical director and producer have a primary responsibility to aid the facilitation of the development process, without dictating exactly what creative content and game features will be present (Chandler, 2013). Both roles must perform their due diligence in their own way to ensure that the project is delivered on time, with all its expected features, up to the satisfactory standards of the publisher. Both the producer and technical director must adhere to these responsibilities while keeping the team morale high, focused on their goals, and addressing any issues within
the team’s interpersonal relationships. They must also be able to address any comments, questions, concerns, or suggestions that their team members have; therefore, they must be experienced and knowledgeable in their craft. Some basic roles that are often found within a team of programmers or engineers
are networking, sound, graphics, tools, and AI (Chandler, 2013). Each one of these areas of programming is just as integral as the next to the success and functionality of a
project. For a game to be successful, it needs to be engineered using the same standard of coding throughout every feature whether it is complex artificial intelligence behaviors or basic lighting. If programmers were to allow one of these areas to fall behind the standards of another, it would hinder the end-user experience and surely be noticed by the consumer. That being said, each of these areas of programmers should work under the guidance of either a highly experienced technical director, lead engineer,
or both. In my opinion, this makes the programming role of technical director and lead engineer more integral than the subsequent areas beneath them. While the teams of engineers working in more focused areas of programming are very important, the quality of their work will often be dictated by the leadership and coding standards demonstrated by their technical director and/or lead engineer. Without their knowledge of all areas of gaming technology, day-to-day management skills, coding expertise, and library maintenance (Chandler, 2013) it would be challenging for areas within the engineering teams to work together while focusing individually on their assigned tasks effectively.
There are many ways that I can contribute to the overall development process of this project as a member of the programming team. Firstly, it is beneficial to the team if I
test my programming frequently and often. As I develop code for a feature, I should test it out immediately to see if there are any bugs apparent. Often, a bug found early within programming is much easier to fix than one found in a later stage of development. It is important to identify and correct as many issues as possible while integrating features because fixing one bug could introduce another. By setting this standard for myself, I can reduce the amount of work that the QA team will need to do. It is better to program with the intent to reduce as many bugs as possible than it is to program everything at once, go back, and try to figure out what is causing the issue after all features are working off one another. Secondly, if I am programming a feature and realize that it
might be best if it was handled another way, or if the feature needs some additional work to function most successfully, I should make my suggestions heard. One of the biggest benefits of working in a team is that the product is a collaborative effort that would not have come to fruition the same way if it had been developed with one creative
mind. Different roles require different ways of thinking, and a programmer might realize that the game needs a specific functionality that was previously overlooked by another team, the publisher, or the producer. Thirdly, because a game engineer is often well-
versed in many areas of programming, if I find that I am ahead of schedule then it would
be beneficial to the team to lend my skills in another area of programming. For example,
if the UI engineering is complete and on track with the deadline, but the AI engineering team is struggling to meet the deadline, I could offer to help in this area as I have experience programming in both. These are just some of the many ways that a programmer can contribute to the overall development process of a project outside of their designated tasks within the team. Reference:
Chandler, H. M.
(20130301). The Game Production Handbook,
3rd Edition. [[VitalSource Bookshelf version]].
Retrieved from vbk://9781284049367
Your preview ends here
Eager to read complete document? Join bartleby learn and gain access to the full version
- Access to all documents
- Unlimited textbook solutions
- 24/7 expert homework help