what the large staffs at major gaming companies do?

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A lot of gaming companies build on already built engines and some companies’ biggest revenue generators are several years old. However, we always hear about how stressful working for these companies usually is (unlike a lot of other tech jobs). Even casual mobile gaming companies like King and Playrix have multiple thousands of employees. Why are such big staffs necessary?

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Anonymous 0 Comments

I work for a Casual Mobile Games Company and we have 100’s of staff. In general these can be divided into 2 groups, those working on a specific game and those working to support the organisation. In the game specific group we have:

– Software Engineers: Writing code
– Quality Assurance (QA): Testing the game
– Product Designers: Defining features
– Technical Product Owners: Translating features into requirements for engineers
– Artists: Designing the feature
– Technical Artists: Translating designs into workable visuals
– Data Science: Analysing user behaviour and data to make more money
– Marketing: Making art and sales for users using data from Data Science
– Producers: Coordinating development
– Management: Coordinating everything and dealing with fires

And then you have central operations such as:
– Infrastructure: Server and Security
– Human Resources: Usual HR stuff
– Central Tech: Writing code for common functionality between games (such as game engines)
– Automation: Writing automated tests for the games
– Senior Leadership Team: Vision for the future
– Finance: Dealing with paying for things and people

We might have 4 or more games in development and each group might have 5-15 odd members each (5 developers, 5 QA, ect…). Even though some of our games were released 10 years ago we still work on frequent updates and on dealing with legal compliance and app store requirements…

It takes a lot of time and effort and most people wouldn’t believe the work that goes into free to play mobile games…

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