Chapter7.gif (951 bytes) Designing Computer Games

The Computer Wargame Development Team

First, there's the designer. Actually, before the designer there's the publisher, who has to agree to put up the money and distribute the final product. The publisher generally gets no respect and less recognition. While I've designed over a hundred games, I've published nearly four hundred. Designing is generally fun, publishing is customarily hard. That said, once the designer has delivered a spec that makes some kind of sense to the programmer, the programmer has to turn it into a computer program, the software, the game you can play.

In my experience, it is best to use one programmer, plus support staff. The more programmers are used the more programmer time is wasted in programmers keeping tabs on each other. Modular programming is not practical as with this approach much of the system design is done during code development. Programmer must be diligent, willing to work 6-7 days a week, leap tall buildings at a single bound, etc.

Support Staff

In the commercial computer wargames industry it is currently fashionable to use job titles borrowed from the movie business. Most of these companies are in California, although largely northern California. Lifestyle envy? Anyway, the the head of a computer game project is the "producer," the chief programmer is the "director." I have not confirmed this, but the sound specialists may now be called "Foley editor." Given that all the "actors" are electronic, where does that leave the casting couch?

  Artificial Intelligence (AI)

  Hardware for Computer Wargames


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