Last week, a Twitter debate broke out over the exact definition of a 'game developer' and to whom that term can be ascribed. Should the title be extented to anyone contributing to the development of the game or be reserved solely for those with direct creative input? Are QA staff 'developers' or do you have to write code to qualify? What about artists? Writers? Publishers? Players? Okay, perhaps not players, although Early Access and Beta periods can muddy the waters even there.
This semantic argument spilled out beyond the confines of Twitter's character limit — as so many online spats do — and drew comment from a host of onlookers, including various industry professionals. Nintendo Life staffers Tom and Kate — both with experience in the industry from the other side of the video gaming veil — sat down recently for a virtual chat to discuss their thoughts on his disagreement and how it reflects a fundamental misunderstanding about how video games are created. Twitter is a fantastic forum for quick, snappy debate, but it's rarely the place for nuanced reasoning or takes that go beyond a combative tone or a blunt "NO, YOU'RE WRONG!!!!11".
In order to delve deeper into some of the finer points and arguments that fuelled the debate, we contacted a host of developers to find out their views on a topic that seemed to touch a nerve.
We spoke to:
- Ashley Ringrose (CEO of Moving Out dev SMG Studio)
- Daley Johnson (designer at Yooka-Laylee studio Playtonic Games)
- Dylan Cuthbert (founder of Q-Games and developer behind the Star Fox series)
- Jools Watsham (founder of Mutant Mudds dev Atooi)
- Olle Håkansson (SteamWorld series Game Director at Image & Form)
- Matt Alt (co-founder of localisation company AltJapan)
- Rami Ismail (co-founder of Vlambeer, creator of presskit())
- Ross Bullimore (designer at Playtonic Games)
- Steph Caskenette (lead artist at Wargroove dev Chucklefish Games)
- Victoria Tran (community developer at Among Us dev Innersloth)
What's the key approach you take to bring everyone's contributions into a cohesive whole?
Victoria Tran: For me and my work, the thing that streamline's everyone contributions is knowing your team's goals, values, and priorities. Community-first studio approach? Then you'll work and push for the things that ultimately benefit the community in the long run, or try to integrate things that would bring them the most long term happiness. (E.g. while a reporting system doesn't sound like the most "fun" thing in the world, it's an important step for building a strong, positive community space.) Or a studio's goal could be to push an innovative feature! Or art style! It can be a mixture of many different things, but it all depends on the project and studio. Knowing the core values helps prioritize what comes first.
Dylan Cuthbert: Open and honest feedback between the entire team is the best way to create a cohesive approach to the game. If something isn’t feeling right, call it out and help find a solution.
Steph Caskenette: At Chucklefish everyone has their own roles and responsibilities that of course come with a lot of experience and expertise, but the entire studio is always encouraged to join development meetings, from art to gameplay design to character development (I’ve even sat in on a few tech discussions). This leads to some packed meeting rooms (now Discord channels) that generate fantastic ideas that often go onto defining our game. Our different perspectives are invaluable to prevent tunnel vision within a certain discipline and ensure that what we’re making will appeal universally.
Olle Håkansson: Knowing what the game is about. Once you know the game, it's almost easy to decide what you should include.
I think the most important thing is to ensure there is a strong vision that everybody agrees on. Game development changes and shifts rapidly, and requires a ton of flexibility and adaptability from people both creatively and technically - but that means it's easy to get lost in things that don't matter too.
Rami Ismail: I think the most important thing is to ensure there is a strong vision that everybody agrees on. Game development changes and shifts rapidly, and requires a ton of flexibility and adaptability from people both creatively and technically - but that means it's easy to get lost in things that don't matter too. Without becoming inflexible, having a strong idea of whereabout you want to end up helps.
Daley Johnson: We’re a super collaborative studio and always open to everyone’s ideas. Everyone is free to bring ideas to the table and contribute to creative discussions. I think that openness within the studio brings us together.
Jools Watsham: At Atooi, the most important person in the room is always the game. We have a game director on each game, who ultimately holds the overall vision for the game, but no one's ego or role on the team can override what's best for the game. Each person has a designated role that they are responsible for, such as design, programming, art, audio, and QA, but everyone is encouraged to share their opinions on any aspect of the game.
The key to deciphering which ideas should and should not be implemented into the game rests on the requirement that each idea must be justified from a game design / player perspective. How does the idea improve or change the game? We try to analyze everything we do from a psychological and communication perspective and how it affects the player's experience in a positive or negative way.
Ross Bullimore: If you want to bring things together successfully at the end you need to have set a goal at the start for everyone to work towards, so people know what they need to be doing. I find the best way to do this is by laying out user stories, breaking down the whole game into what we are trying to achieve in terms of how it affects the player in smaller moments. These smaller moments are then built back up to the finished game.
What's the most important factor in having a strong development team?
Daley Johnson: Developing games is a highly collaborative and creative process. It’s hard to nail a single most important factor, but for me, it’s a friendly and open environment. Posturing and gatekeeping roles only leads to people feeling shut out and forces them to retreat with their ideas and contributions. Who is to say the best idea or the solution to a problem has to come from a designer or coder? If everyone at the studio feels free to give their input, you’ve got a lot more to play with.
Posturing and gatekeeping roles only leads to people feeling shut out and forces them to retreat with their ideas and contributions.
Matt Alt: The most important factor in building a strong development team is cultivating a spirit of teamwork, which doesn't happen when one implies those not involved in direct creative roles are somehow not contributing to the development of a game.
Steph Caskenette: Communication skills! Not just between individual people but between the different disciplines in our studio.
Programmers need to be able to explain their systems to non-programmers, artists need to explain their asset design to non-artists. Knowing what other teams are working on and how it slots into both your own immediate work and The Video Game is vital to ensure everyone is working towards a fully unified and cohesive vision (which creates a better game).
Dylan Cuthbert: The ability of the team to stand back a bit and see the greater picture is one of the most important qualities of a great team. You need to be able to play the game as the end user and not as the developer.
Rami Ismail: I would much rather work with an inexperienced team that communicates well than with an experienced team that cannot. The ability to communicate goals, thoughts, ideas, and problems is paramount in a good game development process, and that requires your team-members to be willing to communicate, but mostly it means your team has to feel safe to communicate thoughts that might seem obvious, small worries, and silly ideas. So, I'd say safety and communication.
Jools Watsham: Team leaders must trust and respect their teams to do their best, and teams must trust and respect their leaders to do their best. When one's trust in someone waivers, falling back on the requirement to justify your decisions helps strengthen trust and also help keep everyone on the same page.
Ross Bullimore: Good communication is so important during development. Even when you have a highly skilled team to get the best out of them communication is key. From writing design specs, letting people know what they need to be doing, letting people know what you are doing, keeping track of tasks, it touches pretty much every aspect of game dev, even down to laying out scripts and code in way that makes sense it’s absolutely vital and in my opinion the most important factor in having a strong development team… Well that and the steady supply of cake that appears in the Playtonic kitchen.
Victoria Tran: Respect for each other's work, expertise, and being. Being able to communicate dissent or feedback, trusting someone to do their best work, and creating amazing worlds together needs to come from a place of respect. I also add respecting someone's being, because any sort of "looking down" on someone because of their role (whether junior or something like QA), inappropriate crediting or financial compensation, or any form of harassment/discrimination undermines this entirely.
Olle Håkansson: Excellent people.
Do you think this all just a minor semantic squabble or indicative of a wider misunderstanding about roles within the industry?
Matt Alt: It's a semantic issue, AND it's indicative of a wider misunderstanding about roles within the industry — particularly among consumers. Big-budget games are not the kind of thing that can be made by a single auteur, so the idea that only the director and key creatives contributed to the success of a game is simplistic. Think of it like Formula racing: yes, in the end, it's the driver who takes the car over the finish line, but that car is such a finely-tuned, volatile machine that it can't run without a pit crew and many other support staff. Those who really understand the blood, sweat, and tears that go into making a creative product understand that they didn't get there alone, and in my experience are often the most humble when it comes to taking credit or scrutinizing job titles. It takes a village to raise a child.
How would you define 'game developer'?
Ashley Ringrose: Do you work at a game studio? Yes! Then you make games! Have you contributed to the creation of a game in some capacity? Yes! Then you make games!
Would all these people refer to themselves as a Game Dev? Not sure. I guess 'game makers' doesn't sound as nice? If you make it about the company then people can have their roles and still 'make games'. Then these sentences work: I make games! - I work in QA; We make games! - I work in finance; I work for a game developer - I'm the office admin, I help the games get made.
I normally would say who cares what some random person thinks but I understand some people can feel left out if they don't fall under the 'game developer' title.
Dylan Cuthbert: Game developers are anyone who is involved in the creation of the game, QA included.
QA are really important for the final production and polish of a game. Nintendo’s Mario club is especially good and their meticulous feedback has helped shaped many Nintendo titles for the better.
Steph Caskenette: Any person who works to develop a game at any point between start to finish is a game developer. With all the moving parts and work involved, it’s a miracle that ANY game gets made. Everything needs doing! Coding makes the player jump but art makes the jumping look cool. Design decides why the player jumps and narrative decides why the player jumps. Of course, there’s a bug discovered by QA where the player will kick instead of jump, but only when you press the jump button for a frame too long and also under a full moon. Producing prevents the jump feature from being cut from the schedule, and then marketing mastery is the only way that people will even know about your jumping game in the first place amongst all the other jumping games.
That’s only a fraction of the fields involved and they ALL need to be working in harmony with each other in order for someone to play a game on their couch. There’s so much. It’s overwhelming to think about. Every discipline in game development relies so heavily on each other that removing one from the equation would result in chaos and probably something on fire.
Matt Alt: In my mind, today, a game developer is a company, not a person. That's part of the semantic issue here. Those who work inside it have any number of different roles. But in a big-picture sense, they are all working to develop a game. To me, that means everyone on the team is a developer. Obviously, titles and responsibilities vary, but the term "develop" is so broad given all of the hard, often intricate work that goes into making games that it's barely functional as a descriptor. If someone came up to me or anyone else in the industry and simply identified themselves as a developer, my next question would be, "and what's your role on the team?" But whether that individual is a producer, a creative director, an artist, a localizer, or a tester doesn't matter — they're all working for the game developer, which makes them developers, too.
whether that individual is a producer, a creative director, an artist, a localizer, or a tester doesn't matter — they're all working for the game developer, which makes them developers, too
As a personal aside... There is a long history of treating localization as secretarial or even janitorial in nature, as in something left to do once the "real work" of making the game is done. But that's seriously outdated thinking. Ever since simship of multiple languages became the norm, localization concerns have needed to be considered from the very earliest phases of development, affecting all sorts of tasks and schedules. And given that the marketplace for games is fiercely competitive and literally planet-wide, making multiple languages available isn't some kind of extra — it's essential to doing business. That's even before we get into the art, and it is an art, of rendering a creator's vision into the tongues of so many different people. Localizers are not some kind of content gatekeepers or censors. They work as part of much larger teams, and ideally confer closely with the creators to ensure their message makes the linguistic transition.
Ross Bullimore: Even though I’ve been in the industry for over twenty years it’s not something I’d really given any thought to until the other day. I’ve never had a business card that has said ‘game developer’ on it and I’ve pretty sure I’ve never used it to describe myself. Since I’ve been a Playtonic it has opened my eyes to all the things it takes to keep a studio running that I kind of took for granted when I was at larger studios, office managers, people to do payroll, community managers, IT people, these are all vital rolls in a studio and to break things down into ‘game developer’ and ‘not game developer’ seems a bit reductive. Without all the people in the studio, if a game managed to come out at all, it wouldn’t be nearly as good.
Olle Håkansson: I wouldn't define it. Whatever line you'd draw, someone would end up feeling left out, so what's the point?
Victoria Tran: If working on a game has given you depression or anxiety, you're a game developer! Haha! ...I'm joking. Seriously. Please I don't want that to be the norm for making games. Anyways my real answer is if you've helped work on a game, internal or external, you're a game developer! Nice!
Jools Watsham: I honestly don't use the term 'game developer' much. I prefer to be more specific when it comes to an individual and their role within a development team. However, if pressed, I would say the term 'game developer' could be used to describe any individual involved with the development of a game.
Due to how game development has evolved from a single person making a game in the 1980s to teams of dedicated disciplines has affected the term 'game developer' and how different people interpret it.
Rami Ismail: The term has changed a lot - originally 'game developer' meant what we now commonly call an 'engineer', 'programmer', or 'coder'. Because the audience at large used 'developer' interchangeably for anyone who makes games, the term has become a catch-all for anyone involved in the game development process. It's a bit silly of a discussion — there's no value or status in being a 'game developer' — but frequently the idea of someone being 'not a game developer' is used to limit the ability of certain disciplines in game development to grow or gain better working conditions. That's why it's worth arguing every time it comes up.
Daley Johnson: A Game Developer is someone who contributes to the development of a game, it really is that simple. It’s not some magical, coveted title that should be used to beat people over the head with. Really baffling stuff when people get up in arms about it. We’re making games, not converting water to wine.
Our thanks to all the game developers above who contributed to this article.
Comments 45
Ahhhhh Twitter! To quote Obi Wan "You will never find a more wretched hive of scum and villainy. We must be cautious." Wait that was Mos Eisley... Eh close enough.
I just don't care to be honest. I just want to play fun games.
Its fine until some idiot start to define twitch/youtube streamers "developers". Even the objective "content creators" is silly.
Twitter. A wonderus place. As the great Qui Gon Jin, "The ability to speak does not make you intelligent"
If you worked on a game, you helped develop it. Hence, you are a game developer.
Anyone is a developer if they had a major hand in the development of a title, with a possible exception of beta testers and publishers. And obviously content creators.
Also of course this problem is on Twitter. I could sneeze and Twitter would find a problem with it. Meanwhile Twitter is perfectly fine with stuff so bad if I mentioned it on Nintendo Life I would be side-eyed by the mods.
This isn't Splatoon 3 news!
You did all of this over an argument of semantics?
I'll have to read Jools's segments later when I have time. I love Mutant Mudds and Super Challenge. Wonder if we'll get another one anytime in the future...
Developer has for years referred to the people who write the code.
My job titles literally include the word "developer".
Maybe it's not the best term but it's the one we use. It's not meant to exclude anyone or belittle their contributions, but just as "Game maker" sounds worse than Developer, so too does "Guy who makes code ".
Put another way - if I make the level designs, story, and music for a game, I am an artist. No question about it. Stories, games, and music are all arts, so if you make them you're an artist. But I wouldn't call myself an artist, because in a formal setting that title refers to people who make visual arts.
To me. That is the creative team that does the planning to the software developers that put the creation into digits and into a gaming platform. I call those the Artists i.e. like music artist that put life into the game itself. The CEO and management those just leech off those hard workers. Sure there are CEO and management that are knee deep into Game development and those I would group into the Game Developer because they will understand and help market the game to sell better.
@Wexter This applies to all social media. Complete and total dumping ground of toxic bulls-t.
@Wexter "My friend doesn't like you. And I don't like you either!"
@EVIL-C Agreed. I have not had any social media in 4-5 years and could not be happier (and smarter).
It’s all just semantics. I don’t think devs are really petty enough to challenge anyone calling themselves a dev unless they’re outright lying.
I'd use the term to define the team as a whole rather than an individual. As for players, they are more like the critics of a book rather than the author.
I work in film as a VFX Artist and even tho I'm an integral part of the film making process, I wouldn't call myself a filmmaker just like actors, sound designer or prop master aren't filmmakers but they're part of the process of film making. Maybe that's why I feel like calling a QA tester a ''game dev'' weird, they're an integral part of developping game but I wouldn't call them Game devs and that's fine, 3D artists, Sound artists, Testers, Animator etc are just that, add Gale in front of it if you want. But all in all, I really don't care what people call themselves as long as they're not trying to decieve by doing so. I feel like a lot of the heat from the debate came from the weird conclusion that if QA/Testers are not Game Devs then they matter less and that by including them in the ''Game Dev'' spectrum it was a kind of recognition of their work. I don't know...
Ah yes, social media. How awful a place to start arguments! But as for the definition, I'd say it's anyone who does coding or level layouts. Yes the term sounds very broad / is used very broadly, but just look at the definition of videogame to find another mislabeled term. That or a term smacked onto something that shouldn't really fit into it.
Nobody really cares. It's not like good old Twitter has ever been taken seriously.
People make games and I play them.
Just let the geeks discuss things that don't matter
Oh, social media platforms, will you ever not disappoint me?
Well, since we're here now I may as well weigh in on this argument. The way I see it, a game dev is a generic catch-all term for anyone working within game development. You can sub-divide these people into categories like coders, writers, artists, directors, QA testers, etc but they all fall under the umbrella of dev. The term "developer" is too nebulous of a descriptor so may as well have it apply to everyone involved in the process.
I guess it's inevitable that people won't agree because "game dev" is so nonspecific. In the movie industry, it would be like describing someone as "filmmaker" which of course is a word, but you're more likely to hear people introduced with a much more specific title like director, writer, actor, special effects artist, etc. So the exact meaning of filmmaker doesn't matter that much. But back to the games industry, "game dev" really gets used a lot. So when you have someone going to kickstarted saying, "I'm the developer of (insert famous game) so give me money to make a spiritual successor," it would be good to know exactly what they mean by developer.
Most positions that are involved have clearly defined job labels (just watch the credits role to learn what they are). So I’d put them all under “game development” but maybe not necessarily game developers.
@BLD
The problem is the term has been misused for years once it was shortened to "Developer", The original title is "Program Developer" which is normally the coders, physic engine developers, leads and sometimes the project manager, depending on the studio. There were always art, sound, conceptual, betas and marketing people. Are they part of the "game development"? Absolutely but most of the ones I know really do not care as long as they are appreciated for their contribution and they are paid apropos to their hours worked. We all know when crunch becomes longer because a mistake was made or a manager does not know how to communicate goals to the team or normal delays to the upper management they suddenly think you will work for free.
That is the real issue.
NO ! YOUR WRONG!1!!1!
i think I got the hang of this Twitter lyfe!
I know nothing, but coming from the art world I’ll hazard a guess and say most of it stems from the definition of ‘Professional’ credential? Not a new argument to creative types, and certainly not a discussion that progresses a form itself. In fact lots of form-progress comes from those deemed outside the credentials of their time
@Giygas_95 I loved Mutant Mudds too! And Chicken Wiggle. I kickstarted the Chicken Wiggle port to Switch (now called Hatch Tales). I don’t mean to be negative, but I have almost given up on it.
@Tandy255 Treasurenauts too. It just sorta disappeared.
Someone needs to get onto the whole "Who is a real gamer?" debate. I always laugh when people jump into a thread with "Oh, she/he's not a gamer, she/he just plays Animal Crossing" or whatever. Go away. If you're gonna be like that, gaming is a hobby, not a profession--it's not like someone's claiming to be a doctor. Oh, sure, there are a handful of people in the world who making their living from gaming, but you're probably not among them, so sit down.
Twitter is awful.
If it's important to Twitter, I don't care. I have a woman in my life. If I need drama, I'll go to her, not Twitter.
We are all game designers with Mario Maker! 😉
I really enjoyed Matt Alt’s book: Pure Invention: How Japan’s Pop Culture Conquered the World
@BLD Perfectly fine. I don’t like expanding the definition for the sake of... what exactly? Inclusiveness? Prestige? If your role on a development team is game-neutral, you’re not a game developer. They don’t call the press liaisons at NASA astronauts. May as well call me a game developer on Octopath Traveler because I filled out a survey and they incorporated my feedback.
Whilst QA is very important I would consider a game developer to be anyone who contributes content to the game, whether it be programming, art, music, the gameplay or level design, or soundtrack. QA tests the game and gives feedback, but they don’t actually directly implement the feedback into the game. The developers do that.
Could have just switched it to "game creators" and be done with it. I know developer has became synonymous in the IT world with programming but outside of it there are plenty of jobs with the word developer that have nothing to do with programming. Just a stupid argument to begin with. We all know most of the time they are all going to get sh1tcanned once the project is over. So, are they really worried about what they'll have to call each other while standing in the soup line?
@tseliot programmers aren’t in the IT world, unless you define the IT world as encompassing anything related to computers. IT is more like OPs, programming usually is in the engineering department/ chain.
it is definitely a stupid argument though, it seems as if someone just wants to be able to write the words on their resume. also, to your point of developer not being owned by programmers, my current title includes the word “architect” yet i still just write software.
@tekknik Every role I've ever held had every software development teams as part of IT. Not that it really matters, but seems like an awfully hard point to argue that programmers aren't in the IT world.
That said, this article (And most people) seem to conflate the concept of a Development Team and Developer job positions. A development team, including my own, is made up of many roles - Developers, QA, Designers, Product Owners, Project Managers, etc... They all make up the development team, and those from the outside may refer to the entire team as the "Developers" of product XYZ. That does not mean each individual is a developer by trade.
When I hear "Game Developer", I think of a team rather than individuals. A programmer, an artist, a musician, a writer. They're all part of a game development team, but I'd describe the individual by their expertise rather than lumping them all in as "Game developers".
Twitter eh? To quote Admiral Ackbar "Its a trap!"
My day be so fine
Then boom. Twitter.
I make game art used by game devs for 20 years, yet I am not a game dev. They develop games, using my art. I'm just a professional artist.
@Ttim3r "your wrong" what? Your opinion is wrong, maybe? I think u mean "you're wrong?" 😜
This is good ol' social media type fun, am i right?
Regarding the subject, i have to say that QA, beta testers, etc aren't developers, sorry. I'm sure most on the team wouldn't care if they claimed to be such, since they contribute to the overall game development; But, since the term developer has a specific connotation among the gaming community, a distinction should be made in certain circumstances. A quality assurance employee could claim to be a "game developer" to deceptively influence people to think they have more creative control than they actually did (possibly to benefit from a Kickstarter, or donations of some sort, and other things like that). A job application would most likely require more detail, so i don't think they could use this in that manner, but there are probably other situations that I'm not thinking of where one could benefit by deceivingly suggesting they had more to do with the creation of a game, & it's direction. That's when i think a distinction should be made, personally. Otherwise, it doesn't really matter to most people, honestly (i don't think, anyways).
@twztid13 I'm curious how isn't QA a part of the development team? QA is a part of the development, some would argue a huge part. QA's job is literally to make sure the game's quality is up to par, which usually leads directly to the improvment of the product. Development doesn't directly translate to "coder", it is an all encompasing term. Writers, artists, mo cap specialists, voice acting are all a part of the development team.
Beta Testers I'll agree that they aren't, as the trend lately is to push it on the players themselves.
@HotGoomba I would probably disagree with publisher not playing a role. Do you really think that when Nintendo publishes a game by an outside studio they don't have a major hand in the development of that game?
@Nin10doh "since they contribute to the overall game development;"
I'm not sure you read my post.
@thinkhector That's fair, but usually, the publisher is just putting the game out there, with sometimes a bigger publisher helping out if they have a development studio themselves.
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