Making, Selling, and Thinking Indie Games. draft 1

Miscellaneous Forums/General Discussion/Making, Selling, and Thinking Indie Games. draft 1

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

If the programmer doesn't communicate with the designer and let him know what can and can't be done then it's his own fault.


It's both of their faults. Communication is a two way thing. The designer has a responsibility to make sure the programmer understands, and is able to implement the design. You do not just fire off a design and wait for it to be completed, expecting the programmer to raise issues. (I'll admit this can depend on the people involved, but it pays never to assume).
Technically, a designer isn't required to know squat about programming. I think sometimes being the designer and programmer can be a bad thing. Unless you're a control freak, then it's ok. :p

All projects need clearly defined roles, and in general it's best to separate them. Projects need a "visionary", a project manager and "do-ers", and in general, these need to be separate people. Too many project managers think they can be both the visionary and manage the project (and some insist on do-ing too). It rarely works because very few people can do both.

Obviously it's different with small teams, but if you can make those distinctions, it helps bigtime.