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Software Engineers
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The CTO is the driving force behind the selection and development of technology used and created. (Designing & developing most (or all) facets of technology; the department and infrastructure of IT, web.)
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Programming equivalent of an “Art Director” for art or a “Creative Director” for game design. Also sometimes called “Chief Engineer” for example. It's a role equivalent to or higher than Lead Programmer for a large team or for someone overseeing programming work across several projects.
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Usually given to someone that operates an assortment of inter-related, interdependent programs for medium-to-large companies. Individual responsible for writing & debugging code fragments for use in a computer game.
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Person who actually writes programs/codes for software to be sold retail. Examples range from system software (such as MS Windows), to a database software, even source-code for a game engine. Synonym for “Programmer.”
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Responsible for creating software ‘tools' that are designed for maintenance, or de-bugging, or ‘help' with a specific software application, such as a level editor, or a graphics pipeline.
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Can be a synonym for “producer” and would belong under the production category, though this position can have technical responsibilities associated with it as the individual interfaces closely with the software product. Also can be a variation of a “Project Manager”, whereas a “Project” has finite duration, a “Program” can be ongoing.
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The person in charge of programming a particular project (or projects). On small projects this person also does the lions share (or all) of the coding. They are (ultimately) held responsible for engine quality and they also work with the PM/Producer & Game Designers in forecasting the schedule. A variation you see sometimes is “Lead Graphics Programmer” where you have “subleads” for different areas of programming on a large team.
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Often interfaces between the Programmers and the Lead Programmer regarding current state of the development studio's technology and engine code. Itemizes any requirements and advises Lead Programmer of status/risks.
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The “nuts-n-bolts” people of the game code. These folks often know art-programs and/or several programming languages. They are often given specific tasks to write and implement into a game, such as AI programming, Ballistics, Pathing, Physics, etc.
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These folks are in charge of rendering graphics; helping to keep the polygon count low, to prevent frame-hits, etc.
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Designated to ‘pathing' and ‘scripting' camera angles. To prevent the camera from “looking into a wall” and designing what views and/or control the player has of their camera view.
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Responsible for AI programming of in-game entities.
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Responsible for AI action/reaction scripting within the game. May also be the title for engineer responsible for creating proprietary scripting language used within the game.
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Engineer responsible for creating in-game “events” or encapsulated game sequences combining both action and cutscene within the larger arena of the game. These events are usually too complex or require too much specialized programming to be done with general editors by the designers.
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Concentrates on creating behaviors associated with large-scale conflicts between armies or large amounts of individual units.
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Concentrates on creating behaviors associated with small-scale conflicts between individual units.
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Responsible for creating and implementing the complex game mechanics and behaviors that constitute the core of the actions the player and computer entities can do while within the game world.
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Responsible for managing scripting staff and determining overall task division and scripting strategy.
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Responsible for culling/optimizing code base to help overall game performance.
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Responsible for culling/optimizing graphics code base to help overall game performance.
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Responsible for optimizing data flow within the game to increase overall game performance.
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Creates algorithms that mimic real-life effects on in-game entities.
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Responsible for creating code base focused on rendering a game's graphic output.
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Multiplayer code and network specialist responsible for code that allows one instance of a game to communicate with another over various types of connections and protocols.
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