Devlog #1: The Door Problem


For this week's devlog the question we have to answer is:
"Which industry role / roles sound most appealing to you?  Least appealing? Which role / roles mentioned in the article were surprising, boring, easy, hard, cheap, expensive, superfluous, essential etc...?"

Every time I read "The Door Problem" for a class I always get worried about what I'm going to do after college because I like tons of different roles when it comes to game development. Specifically the roles that always appeals to me are the ones having to do with programming, drawing or making music. If I had to choose one role that's the most appealing from the door problem, I'd have to go with the gameplay programmer since it's pretty essential for a game with doors and someone's gotta program the ability to lock and unlock doors in a game! I feel like  gameplay programmers do what I love the most about programming , which is breaking down how to get a very specific game mechanic done, and that's why it appeals to me so much. I just love breaking things a part so I can understand the process behind things as simple as movement even.

I feel like just about every role is important within this industry, however not every role is needed for every game. If someone's making a single player visual novel that doesn't include any RPG mechanics, a network programmer and a combat designer wouldn't be needed. It's good to reference an article like this when coming up with a pitch for a game for instance because most people might not know these roles exist. The very first time I read this article I'm pretty sure I didn't know a monetization designer existed, but now I do. 

Anyway, the least appealing role to me is the community manager because I'm very anxious and overthink things when speaking to people. I'm just very shy and introverted and now for a fact that job is not for me! 

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