This is the first in a two-part series excerpted from the author’s new book Agile Game Development with Scrum.
When I first started working on games professionally in the early nineties, the role of designer was being instituted throughout the industry. Following the mold of prominent designers such as Shigeru Miyamoto and Sid Meier, designers were seen as directors of the game, or at least the people who came up with many of the ideas. The role required communication with the team on a daily basis but not much written documentation.
As technical complexity, team size, and project durations grew, the role of the designer became more delineated. Some projects had teams of











Neil S: "I totally agree with you Vincent. The process is as only as good as the people …" on The Gates of Development
February 10, 2012
Andreea T: "Hi Tom, this article is very well written in my opinion and illustrates the prin…" on Agile 101: Larger Teams
February 10, 2012
Cristina M: "Excellent article!" on Agile 101: Larger Teams
February 10, 2012
Shyam S: "Dear Ty, Absolutely great thought. The organisation which I worked with in my…" on Are You a Shusa?
February 10, 2012