ROLES ON THE TEAM 33
web-based games or text-adventures, make an independent film to learn how to
work in disparate situations with small teams of people with diverse artistic and
technical talents—anything you can do to get a broad range of experience working
with both technical and creative people is going to be useful.
After doing a little bit of work in the mod community and releasing a level for
an Unreal mod called Strike Force, I got my start in the game industry as a level
designer on the first Splinter Cell. My level ended up being selected to go to E3,
where we received a lot of recognition, and my other level ended up being the OXM
demo level for the game.
During Splinter Cell’s development, the game designer left the project at the
Alpha deadline, and I was asked to take over for him. The writer also left the proj-
ect, and because I have a master’s degree in creative writing, and had been working
quite closely with the writer, I was asked to take over that job too. When we started
working on Splinter Cell: Chaos Theory, I took on the dual role of lead level de-
signer and scriptwriter. About halfway through, I also took on the role of creative
director. It’s been quite a roller coaster, and I’ve been very lucky to be in the right
place at the right time.
On development teams, the roles of the various designers depend upon and
are defined by their specific talents. I myself have been a level designer, a lead level
designer, a game designer, a writer/designer, a creative director… I have worked
with designers who are very methodical and process oriented, and designers who
are very creative, and some who are very technical.
Currently I am in pre-production as a creative director. I work directly with
the lead programmer, the producer, and the marketing manager. Underneath me
are the creative leads, the game designer, art director, lead level designer, writer,
etc. So at the high level the creative director has a lot of influence over the game
concept, and at the next tier, the game designer has as much influence as the other
creative leads. In smaller projects, the game designer might be equivalent to the
creative director.
A level designer is responsible for delivering a level, a scripter is responsible
for delivering working code, a writer/designer is responsible for delivering script.
‘Pure’ game designers might be responsible for working with focus test to deliver
focus-test reports and then communicating with level design about what the reports
mean, and then for delivering documentation that illustrates the follow-up plan to
the producer or creative director. Certain designers, like a creative director, lead
level designer, or game designer will be responsible for playing the game constantly
and delivering regular evaluations of the content, comments and criticism, and tasks
to the level designers so they can improve their levels.
Usually, the ‘most senior’ creative person on the project will have a lot of influ-
ence in the early stages. In the beginning there is a lot of freedom to be creative, but