Game design documents are a great way to get a video game idea up and running, keep organized, and make sure all bases are covered. However not everyone on a team designs the game. In small indie companies most people tend to have their say, but in the big corporate world, that is not the case. It is good to understand that when creating a video game, each person has his or her own job to do. This post will outline a few roles on a game development team, as well as some of the hardware and software you might need for a digital creation.
The Jobs

Game artist and programmer working together.
Game Designer
This is one job that tends to be the most misunderstood. A game designer is neither an artist nor a programmer. In fact, many game designers never get the opportunity to touch the art or the coding, though they will have a say in whether the direction is good or not. The job of the game designer is to create the game itself. This is the person who is at the top figuring out what the game is about, the mechanics, how the art should tie in, how to pitch the game to others, and more. It is one of the most crucial jobs because if the game designer cannot delegate what is and is not working as well as mold the game to be both enjoyable and realistic, then the game will be dead when it is released. The game designer can be a single person in a small company or a group of people in a larger company, and depending on the company and the game depends on what kind of control the designer has. An indie game designer tends to be the lead of the whole project while a game designer at Nintendo may be working under a director. Either way, this position requires people who can be creative and put the player first. Without the game designer’s lead, the artists and programmers cannot hope to accomplish the ultimate vision for the game.
Programmer
This is the job description we all know the most about. If it was not for the programmer, those beautiful models and well thought out concepts would do nothing. There would be no movement, no skill trees, no awesome action combos, no functional GUI code… basically nothing would work. Did you know though that there are different types of programming jobs? A lot of these jobs go by the descriptions provided by the company. Software engineer tends to be the most common way for a game company to say, “hey we need a programmer for this game”. The description itself can vary though. Some programmers focus on maintaining servers while others act more like playtesters who find the bugs in the program. Other programmers may deal specifically with visual effects and yet others may deal specifically with physics. It is a good idea to look at game companies you know and love to get an idea about what each listing really means.
Artist
Like programming, we all know what the artist is responsible for, but the art department is, in some ways, more heavily divided than programming. Within the art department of a game company there can be character artists, environment artists, weapons artists, technical artists, UI artists, 3D artists (modelers), and animators. This is not to say that a character artist cannot make a 3D model of that same character, but many game companies do this so that the character artist can focus on coming up with designs while the modelers focus on bringing those designs to life. Though the department may be segregated, it is the job of the art director to oversee it all and ensure collaboration between everyone. The job of the team of artists starts at the concept art level and works its way up until the models are fully textured, rigged, and animated. Research what kinds of art jobs game companies put out in order to fully understand the expectations of a specific listing.
Other
Those three jobs may be the most well known, but that does not mean that other jobs do not exist. If your game is going online, you better have someone who knows how to make a website. What about a marketer to help get the word out? And if the game you are making is controversial, it may be good to invest in a public relations person to make sure your game only receives the right kind of publicity and to shut down any poisonous rumors that may affect sales. The more money you have to create a game, the more you can afford.
The Hardware
Before we even touch the software portion of game creation, it is important to understand that game-making is going to require hardware that can withstand the demands each software program is going to put on it.
Computers
Mac or PC is a decision that matters. If you are going to be programming and using game engines, you will need a PC. Macs have the ability to code and even run game engines, but the way they handle it is less than optimal. Plus most IDEs are created to run on PC rather than Mac, so a PC will have more of them readily available. However, many artists prefer Macs for artistic endeavors because of the UI, graphics processing, and display. If you are indecisive about which to get because you enjoy the Mac displays and the PC processing, then mixing a Mac monitor with a PC computer tends to satisfy both worlds rather equally.
As to the hardware requirements, it is best to get a list of your software prior to buying a computer for the endeavor. If you plan to use the latest and greatest software, then you will need to use the latest and greatest computer to run it, and that is going to cost big time (usually $5k+). However if you are fine cutting back on software that is a year older or more, your computer prices will begin to seem more manageable. Still the best idea is to talk to friends and find the best deals that money can buy. Some places may even have an International Game Developer’s Association or a place to go for game startups that will allow you and your team to use their computers and software. Just know that this route may have other costs such as providing them with a percentage of your sales.
Examples of computer requirements:
http://adobe.ly/1rHgLME
http://autode.sk/1nh2MO4
http://bit.ly/QGC7gJ
Other
Any other hardware needed for the game is all up to personal tastes. Some might want an expensive mouse and others may not care. Artists will tend to want either a tablet or a cintiq to make digital drawings faster and easier. If you want realistic motion in your animations, you are going to have to find a space for motion capture. It is best to know what you can afford and what you and your team gravitates towards as to any other items needed for the game.
The Software
And of course, video games cannot be created without the proper software. The core needs for any game are a game engine, an IDE for programming, and art-related software.
Game Engines
Every single game needs a game engine in order to run properly. Without a game engine, the programming is useless because there is nothing for the code to affect. There are many types of game engines that are free to use, and quite a few more that are beginning to become more affordable with subscription prices at $10 or $20 a month. Of course, there is also the alternate route of coding a game engine from scratch so that it will specifically run based on your game’s mechanics without the other unnecessary items. The route you choose depends on what you need in your game. If you are completely new to the game-making process, then going the route of a free game engine like Unity 3D is probably the smartest way to go. If you are familiar with game-making then it all depends on what you need from your game. For example, Unreal Engine has been known to handle more polygons than Unity 3D. If you or another person you know has superior knowledge in programming, then it may be better to focus on creating an engine that will handle what you need.
For the Artists
Photoshop, Illustrator, 3DS Max, Maya, ZBrush, Motionbuilder, and more. If it is made by Adobe and Autodesk then the artist will probably need it. However not every single piece of software needs to be invested in. A game that is only two-dimensional will not require 3D modeling programs like 3DS Max or Maya. However a three-dimensional game is going to need both 2D and 3D software for concepts and modeling. However if you are a student you are in luck. Adobe Cloud is relatively cheap for students with a monthly plan of $19.99 a month or $239.88 prepaid for a year with no commercial restrictions. Autodesk’s student versions are free for three years. However, any content made in the student version cannot be sold, so if you are planning on making a game to sell on the market, you are going to need to shell out anywhere between $4,000 to $7,000 for one program or a suite. Autodesk also allows for monthly subscriptions, but you will still be paying $300 each month. If you are relatively new to the field you could try running Blender, which is a free 3D modeling program, and Inkscape, which is a free 2D drawing program.
For the Programmers
Programmers are going to need IDEs to work in. Considering how many free IDEs there are, this is probably the least expensive department in terms of software. Eclipse is a very popular free IDE, and Microsoft Visual Studio is a very popular IDE that has a 90 day free trial with its basic package costing $20 a month per user. Each IDE has its own strengths and weaknesses, and programmers tend to know what they want from their IDE. It is also important to note that most game engines already have an IDE built-in so acquiring an IDE may not be necessary. However, programs like Github are great tools for sharing code with other members, and it allows for projects to be worked on in multiple locations.
From game design documents to jobs and materials, the process of creating a game is costly in both time and money. It is no surprise why kickstarters for games seem to be so expensive. Nonetheless now that you know the cost of a game, you are even closer to understanding what it really takes to create a video game.