Who gets credit for how a game turns out? The director or the designer?

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dtb2483

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#1 dtb2483
Member since 2011 • 70 Posts

Sorry if the topic is kind of vague. Let me explain. You know how when a movie comes, out, and it's like "A Steven Spielberg Film." (Because he was the director, and therefore gets most of the credit for the film)? Well, what would be the equivelent of that in gaming? For instance, I'm a fan of Shiguru Miyamoto. Should I be more excited if he's directing a new game or just designing it?

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Foolz3h

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#2 Foolz3h
Member since 2006 • 23739 Posts

Everyone unless you worked for Team Bondi.

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FamousVampire68

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#3 FamousVampire68
Member since 2011 • 25 Posts
I give the credit to the team and not a person. For example, the Halo series. I credit Bungie for how great the game turned out rather than one single member of the team.
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dtb2483

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#4 dtb2483
Member since 2011 • 70 Posts
I give the credit to the team and not a person. For example, the Halo series. I credit Bungie for how great the game turned out rather than one single member of the team.FamousVampire68
I didn't ask who YOU give credit to. And yes, I know that everyone deserves credit, but that's not the issue here.
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UpInFlames

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#5 UpInFlames
Member since 2004 • 13301 Posts

Lead designer and "director" (which is a stupid term to use in games) is usually the same thing.

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Metamania

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#6 Metamania
Member since 2002 • 12035 Posts

Lead designer and "director" (which is a stupid term to use in games) is usually the same thing.

UpInFlames

The director is the one that has the vision for the game and the team is the one that makes sure to see that vision realized while designing the game. So, to be fair, I think both the director and the team should be getting the credit, not one over the other.

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callgirlduty

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#7 callgirlduty
Member since 2011 • 60 Posts

Everyone, a mention should be made of the script writer too. Some games ahave fantastic storylines, looking at you MGS

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#8 Teuf_
Member since 2004 • 30805 Posts

Directors often fill a similar role as they do in movies, in that they will oversee and guide all aspects of the game (including the core gameplay design). Miyamoto is actually usually listed as a producer, which in most companies is more of a managerial/support role. However I'd have to imagine that Miyamoto ends up handling a lot of director duties, being who he is.

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dtb2483

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#9 dtb2483
Member since 2011 • 70 Posts

[QUOTE="UpInFlames"]

Lead designer and "director" (which is a stupid term to use in games) is usually the same thing.

Metamania

The director is the one that has the vision for the game and the team is the one that makes sure to see that vision realized while designing the game. So, to be fair, I think both the director and the team should be getting the credit, not one over the other.

I'm not asking who SHOULD get credit. I'm asking who DOES. In a movie, the director usually gets the most recognition for the making of the film. No one gives a rat's ass about what the key grip and script supervisor did. So, who gets the most recognition for how well a game turns out? The director or the designer?
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dtb2483

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#10 dtb2483
Member since 2011 • 70 Posts

Directors often fill a similar role as they do in movies, in that they will oversee and guide all aspects of the game (including the core gameplay design). Miyamoto is actually usually listed as a producer, which in most companies is more of a managerial/support role. However I'd have to imagine that Miyamoto ends up handling a lot of director duties, being who he is.

Teufelhuhn
The producer is the person who puts the money together and finances the game, but I'm not asking about producers. I asked which of the following people get the most recognition: the director or the lead designer? Who has most influence on how the game turns out in the end. Here's an example: A critically acclaimed game is designed by Joe Smoe, but it is directed by Jon Doe. In the end, who has more of an influence on the end result of the game. I don't know why this question is so complicated. Use the film analogy and you'll get it. For instance, who gets the most recognition for how Jaws turned out? Steven Spielberg because he was the director. Now, take that concept and apply it to video games, and you can answer my question.
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Elann2008

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#11 Elann2008
Member since 2007 • 33028 Posts

[QUOTE="Teufelhuhn"]

Directors often fill a similar role as they do in movies, in that they will oversee and guide all aspects of the game (including the core gameplay design). Miyamoto is actually usually listed as a producer, which in most companies is more of a managerial/support role. However I'd have to imagine that Miyamoto ends up handling a lot of director duties, being who he is.

dtb2483

The producer is the person who puts the money together and finances the game, but I'm not asking about producers. I asked which of the following people get the most recognition: the director or the lead designer? Who has most influence on how the game turns out in the end. Here's an example: A critically acclaimed game is designed by Joe Smoe, but it is directed by Jon Doe. In the end, who has more of an influence on the end result of the game. I don't know why this question is so complicated. Use the film analogy and you'll get it. For instance, who gets the most recognition for how Jaws turned out? Steven Spielberg because he was the director. Now, take that concept and apply it to video games, and you can answer my question.

You're absolutely wrong. Yes, producers help finances a project, but they also get to make decisions on said project, whether it be a movie or game. Sometimes, if the director doesn't ask the producer for the greenlight on something for the movie or game (i.e. a new set design for a scene), that would be highly frowned upon.

Now, this varies from staff to staff. But in most cases, it works this way. I would know. One of my clients is a sound designer and works on movies/TV shows.

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deactivated-59b71619573a1

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#12 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

A person is only as good as the team he works with. Great games aren't made by one person and one person never gets credit. A director just tells them what to do but without good art designers and programmers etc. the game won't come to fruition. A great game is made up of many great departments combining together

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Elann2008

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#13 Elann2008
Member since 2007 • 33028 Posts

A person is only as good as the team he works with. Great games aren't made by one person and one person never gets credit. A director just tells them what to do but without good art designers and programmers etc. the game won't come to fruition. A great game is made up of many great departments combining together

seanmcloughlin
Like writers, programmers never get any credit. They're geniuses, but they're considered grunt work. Which sounds crazy to me. Under the limelight, it's the actors and directors that get the most credit. But obviously, it takes a "team" to pull it off. No one cares about the team part though.
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#14 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

[QUOTE="seanmcloughlin"]

A person is only as good as the team he works with. Great games aren't made by one person and one person never gets credit. A director just tells them what to do but without good art designers and programmers etc. the game won't come to fruition. A great game is made up of many great departments combining together

Elann2008

Like writers, programmers never get any credit. They're geniuses, but they're considered grunt work. Which sounds crazy to me. Under the limelight, it's the actors and directors that get the most credit. But obviously, it takes a "team" to pull it off. No one cares about the team part though.

Exactly. There are a lot of very talented people who get overlooked in games development. Using a recent example of skyrim people don't give the language guy enough credit to know the dragon language and to create a song in their tongue that rhymes in both Dragon speak and english

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#15 NewWindows
Member since 2011 • 25 Posts
Everyone gets credit for it, as everyone's name ends up on the credit screen at the end (assuming you can beat the game). If you are referring to who gets the "Steven Spielberg treatment," it often goes to the most famous name. Hence the reason we were blessed with the movie (originally titled) Brendan Fraser: Journey to the Center of the Earth. Replacement Windows http://www.longfenceandhome.com
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#16 rzepak
Member since 2005 • 5758 Posts
The publisher. Atleast thats how it seems. Most people talk in publishers and dont even know the dev team names.
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#17 LoG-Sacrament
Member since 2006 • 20397 Posts

video games are such a diverse medium that they require teamwork even more so than film, so its often the studio that gets credit more than any one person (although i feel like in games the franchise is recognized more than the developer, which is disappointing but also an entirely different topic).

theres not much of a distinction between director and lead designer though. if theres a single person who has the most control over the end result, its the producer. the confusion is that the producer of a film just pays for everything and secures resources. in games, its very common that the producer has the overall vision and communicates it to various directors to translate into their respective fields (or communicates it to the lead designer/"director", depending on the structure of the studio). youll also notice that more western studios have directors but no credited producers. its because the publisher provides the finances and the director takes on the creative role that the producer would otherwise have.

rule of thumb: if theres a producer, that person generally gets the most credit. if theres no producer, either the director or lead designer gets the most credit. if there is both a director and lead designer position but no producer, then the director generally gets the most credit. its convoluted and not very helpful due to how most games are really made. hell, there are even exceptions (look up shadow of the colossus and see which of the top names you recognize). the focus should be most on the overall talent of the studio.

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dtb2483

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#19 dtb2483
Member since 2011 • 70 Posts

video games are such a diverse medium that they require teamwork even more so than film, so its often the studio that gets credit more than any one person (although i feel like in games the franchise is recognized more than the developer, which is disappointing but also an entirely different topic).

theres not much of a distinction between director and lead designer though. if theres a single person who has the most control over the end result, its the producer. the confusion is that the producer of a film just pays for everything and secures resources. in games, its very common that the producer has the overall vision and communicates it to various directors to translate into their respective fields (or communicates it to the lead designer/"director", depending on the structure of the studio). youll also notice that more western studios have directors but no credited producers. its because the publisher provides the finances and the director takes on the creative role that the producer would otherwise have.

rule of thumb: if theres a producer, that person generally gets the most credit. if theres no producer, either the director or lead designer gets the most credit. if there is both a director and lead designer position but no producer, then the director generally gets the most credit. its convoluted and not very helpful due to how most games are really made. hell, there are even exceptions (look up shadow of the colossus and see which of the top names you recognize). the focus should be most on the overall talent of the studio.

LoG-Sacrament
Finally someone who kind of answers my question. I guess what I want to know is, who has more influence on how the final project comes out (how it plays, the level design, the pacing, etc), the director or lead designer? For example, Skyward Sword was designed by Yoshiyuki Oyama and was directed by Hidemaro Fujibayashi. It was also produced by Shigeru Miyamota along with Eiji Aonuma and Satoru Iwata. Of all these people, who has the most influence on the end result of that game? If you can, explain what everyone's role was in the making of the game. About producers, I thought a gaming producer was like a film producer in the sense that he comes up with the premise of the game and finances it, but it's the director's job to make sure that that premise is "transferred" from paper to the actual product. The director "directs" how the game is going to play, the voice actors (if there are any), and he directs anyone working on the project (animators, designers, etc). In the end, it's the director's vision. Yes, the producer or studio may interfere for financial reasons though.
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#20 ycdeo
Member since 2004 • 2841 Posts
in this case , i am normally the story writer, the photoshop editor, and the lead game marketing director.
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dtb2483

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#21 dtb2483
Member since 2011 • 70 Posts

Actually, I was right about the producer. He doesn't have anything to do with the production of the project. It's just his job to finance it and hire the people who are in charge of making everything work. For example, Shigeru Miyamoto is listed as a producer for Killer Instinct, but it didn't have anything to do with how it was made.

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#22 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"]

video games are such a diverse medium that they require teamwork even more so than film, so its often the studio that gets credit more than any one person (although i feel like in games the franchise is recognized more than the developer, which is disappointing but also an entirely different topic).

theres not much of a distinction between director and lead designer though. if theres a single person who has the most control over the end result, its the producer. the confusion is that the producer of a film just pays for everything and secures resources. in games, its very common that the producer has the overall vision and communicates it to various directors to translate into their respective fields (or communicates it to the lead designer/"director", depending on the structure of the studio). youll also notice that more western studios have directors but no credited producers. its because the publisher provides the finances and the director takes on the creative role that the producer would otherwise have.

rule of thumb: if theres a producer, that person generally gets the most credit. if theres no producer, either the director or lead designer gets the most credit. if there is both a director and lead designer position but no producer, then the director generally gets the most credit. its convoluted and not very helpful due to how most games are really made. hell, there are even exceptions (look up shadow of the colossus and see which of the top names you recognize). the focus should be most on the overall talent of the studio.

dtb2483
Finally someone who kind of answers my question. I guess what I want to know is, who has more influence on how the final project comes out (how it plays, the level design, the pacing, etc), the director or lead designer? For example, Skyward Sword was designed by Yoshiyuki Oyama and was directed by Hidemaro Fujibayashi. It was also produced by Shigeru Miyamota along with Eiji Aonuma and Satoru Iwata. Of all these people, who has the most influence on the end result of that game? If you can, explain what everyone's role was in the making of the game. About producers, I thought a gaming producer was like a film producer in the sense that he comes up with the premise of the game and finances it, but it's the director's job to make sure that that premise is "transferred" from paper to the actual product. The director "directs" how the game is going to play, the voice actors (if there are any), and he directs anyone working on the project (animators, designers, etc). In the end, it's the director's vision. Yes, the producer or studio may interfere for financial reasons though.

nintendo is pretty hierarchical (youll get a lot of different cases because there are various structures). with skyward sword, aonuma pretty much went up to fujibayashi and said "this is where i want to take the next zelda. what do you think?" fujibayashi tells this to oyama who eventually starts overseeing dungeons and overworld design and the like. fujibayashi is explaining the vision to the artists who are translating that feeling of play to visual expression and the sound guys likewise. all along, aonuma is watching over development and guiding it. for a little while, he was actually considering scrapping the motion plus control (which is hard to imagine after playing the final game) until he saw the work the wii sports resort team was doing. miyamoto is doing less frequent oversight during the whole process, but his word would override aonuma's if he so chose (think back to his ability to "flip the tea table" with the infamous disparity between the spaceworld trailer and the wind waker debut trailer). iwata is mostly controlling the financing.