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Basic Jobs

###Basic Jobs ThereThere are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Using the appropriate person for the job early on seems to get you more development iterations each time you tackle that part of a game.

Coders don't too too well at any of the phases. In my experience, if you try to get a coder to do any of them, you get about 2 iterations of development.

Complex Jobs

###Complex Jobs II toyed around with this a bit and basically tried to get each of the complex jobs (director, producer, and hacker) to do each phase of a project just to see what would happen. I had this preconception that producers did better at graphics and sound and directors did better at scenario writing. In practice, I saw results that were all over the map in terms of number of iterations the worker would go through, even when I did it multiple times with the same person (while also swapping people every time to make sure they didn't get penalized for doing a job too much).

The number of points a worker generates seems to be based on a combination of stats and iterations. However, it would seem that the titles only really affect you early on in the game.

I noticed that hackers kind of fell flat on sound more often than not, but my sample size wasn't exactly large.

Hardware Engineers

Hardware Engineers allow you to make your own console. I toyed around with having one own all parts of a game and the results were similar to the complex jobs in that they varied. Given the stat distribution of a hardware engineer, though, they didn't contribute a lot of points to the graphics or sound portions of a game. I did notice a few times where they contributed less than three iterations to graphics. In terms of scenario writing, I saw it go from high amounts to low ones.

###Basic Jobs There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Using the appropriate person for the job early on seems to get you more development iterations each time you tackle that part of a game.

Coders don't too too well at any of the phases. In my experience, if you try to get a coder to do any of them, you get about 2 iterations of development.

###Complex Jobs I toyed around with this a bit and basically tried to get each of the complex jobs (director, producer, and hacker) to do each phase of a project just to see what would happen. I had this preconception that producers did better at graphics and sound and directors did better at scenario writing. In practice, I saw results that were all over the map in terms of number of iterations the worker would go through, even when I did it multiple times with the same person (while also swapping people every time to make sure they didn't get penalized for doing a job too much).

The number of points a worker generates seems to be based on a combination of stats and iterations. However, it would seem that the titles only really affect you early on in the game.

I noticed that hackers kind of fell flat on sound more often than not, but my sample size wasn't exactly large.

Hardware Engineers

Hardware Engineers allow you to make your own console. I toyed around with having one own all parts of a game and the results were similar to the complex jobs in that they varied. Given the stat distribution of a hardware engineer, though, they didn't contribute a lot of points to the graphics or sound portions of a game. I did notice a few times where they contributed less than three iterations to graphics. In terms of scenario writing, I saw it go from high amounts to low ones.

Basic Jobs

There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Using the appropriate person for the job early on seems to get you more development iterations each time you tackle that part of a game.

Coders don't too too well at any of the phases. In my experience, if you try to get a coder to do any of them, you get about 2 iterations of development.

Complex Jobs

I toyed around with this a bit and basically tried to get each of the complex jobs (director, producer, and hacker) to do each phase of a project just to see what would happen. I had this preconception that producers did better at graphics and sound and directors did better at scenario writing. In practice, I saw results that were all over the map in terms of number of iterations the worker would go through, even when I did it multiple times with the same person (while also swapping people every time to make sure they didn't get penalized for doing a job too much).

The number of points a worker generates seems to be based on a combination of stats and iterations. However, it would seem that the titles only really affect you early on in the game.

I noticed that hackers kind of fell flat on sound more often than not, but my sample size wasn't exactly large.

Hardware Engineers

Hardware Engineers allow you to make your own console. I toyed around with having one own all parts of a game and the results were similar to the complex jobs in that they varied. Given the stat distribution of a hardware engineer, though, they didn't contribute a lot of points to the graphics or sound portions of a game. I did notice a few times where they contributed less than three iterations to graphics. In terms of scenario writing, I saw it go from high amounts to low ones.

change in overall answer after some experimentation
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Shaun
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There###Basic Jobs There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Directors and Producers are more well-rounded individuals that can accomplish the above tasks. When assigning someone to Using the phases ofappropriate person for the game, you'lljob early on seems to get better results assigning someone with a proper title and slightly lower stats than you will ifmore development iterations each time you assign someone with high stats andtackle that part of a title such as 'hacker'game.

Coders existdon't too too well at any of the phases. In my experience, if you try to helpget a coder to do any of them, you along the roadget about 2 iterations of development.

###Complex Jobs I toyed around with this a bit and basically tried to completionget each of the game faster.complex jobs (Hackersdirector are the advanced version of coders. It's good to have one or two coders on your team, but when it comesproducer, and hacker) to hackers you should almost always usedo each phase of a job change manual to change themproject just to another job titlesee what would happen. Their stats willI had this preconception that producers did better at graphics and sound and directors did better at scenario writing. In practice, I saw results that were all over the map in terms of number of iterations the worker would go down if you change their jobthrough, even when I did it multiple times with the same person (to a writer, for example), butwhile also swapping people every time to make sure they will start off with higher stats than other candidatesdidn't get penalized for that newdoing a job and leveling them will increase that number furthertoo much). Changing their jobs and leveling them many times will result in an employee that has more amazing

The number of points a worker generates seems to be based on a combination of stats than they have if you just hire them and train them without leveling or job changesiterations. This will also increase their salaryHowever, butit would seem that the output they'll be giving you should enabletitles only really affect you to make games so awesome thatearly on in the salary is laughablegame.

I noticed that hackers kind of fell flat on sound more often than not, but my sample size wasn't exactly large.

Hardware Engineers

Hardware Engineers exist for allowingallow you to create amake your own console. They contributeI toyed around with having one own all parts of a game and the results were similar to completionthe complex jobs in that they varied. Given the stat distribution of a hardware engineer, though, they didn't contribute a lot of points to the console and games as wellgraphics or sound portions of a game. I did notice a few times where they contributed less than three iterations to graphics. In terms of scenario writing, I saw it go from high amounts to low ones.

There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Directors and Producers are more well-rounded individuals that can accomplish the above tasks. When assigning someone to the phases of the game, you'll get better results assigning someone with a proper title and slightly lower stats than you will if you assign someone with high stats and a title such as 'hacker'.

Coders exist to help you along the road to completion of the game faster. Hackers are the advanced version of coders. It's good to have one or two coders on your team, but when it comes to hackers you should almost always use a job change manual to change them to another job title. Their stats will go down if you change their job (to a writer, for example), but they will start off with higher stats than other candidates for that new job and leveling them will increase that number further. Changing their jobs and leveling them many times will result in an employee that has more amazing stats than they have if you just hire them and train them without leveling or job changes. This will also increase their salary, but the output they'll be giving you should enable you to make games so awesome that the salary is laughable.

Hardware Engineers exist for allowing you to create a console. They contribute to completion of the console and games as well.

###Basic Jobs There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Using the appropriate person for the job early on seems to get you more development iterations each time you tackle that part of a game.

Coders don't too too well at any of the phases. In my experience, if you try to get a coder to do any of them, you get about 2 iterations of development.

###Complex Jobs I toyed around with this a bit and basically tried to get each of the complex jobs (director, producer, and hacker) to do each phase of a project just to see what would happen. I had this preconception that producers did better at graphics and sound and directors did better at scenario writing. In practice, I saw results that were all over the map in terms of number of iterations the worker would go through, even when I did it multiple times with the same person (while also swapping people every time to make sure they didn't get penalized for doing a job too much).

The number of points a worker generates seems to be based on a combination of stats and iterations. However, it would seem that the titles only really affect you early on in the game.

I noticed that hackers kind of fell flat on sound more often than not, but my sample size wasn't exactly large.

Hardware Engineers

Hardware Engineers allow you to make your own console. I toyed around with having one own all parts of a game and the results were similar to the complex jobs in that they varied. Given the stat distribution of a hardware engineer, though, they didn't contribute a lot of points to the graphics or sound portions of a game. I did notice a few times where they contributed less than three iterations to graphics. In terms of scenario writing, I saw it go from high amounts to low ones.

clarification
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Shaun
  • 20.8k
  • 5
  • 81
  • 119

There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Directors and Producers are more well-rounded individuals that can accomplish the above tasks. When assigning someone to the phases of the game, you'll get better results assigning someone with a proper title and slightly lower stats than you will if you assign someone with high stats and a title such as 'hacker'.

Coders exist to help you along the road to completion of the game faster. Hackers are the advanced version of coders. It's good to have one or two coders on your team, but when it comes to hackers you should almost always use a job change manual to change them to another job title. Their stats will go down if you change their job (to a writer, for example), but they will start off with higher stats than other candidates for that new job and leveling them will increase that number further. Changing their jobs and leveling them many times will result in an employee that has more amazing stats than they have if you just hire them and train them without leveling or job changes. This will also increase their salary, but the output they'll be giving you should enable you to make games so awesome that the salary is laughable.

Hardware Engineers exist for allowing you to create a console. They contribute to completion of the console and games as well.

There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Directors and Producers are more well-rounded individuals that can accomplish the above tasks. When assigning someone to the phases of the game, you'll get better results assigning someone with a proper title and slightly lower stats than you will if you assign someone with high stats and a title such as 'hacker'.

Coders exist to help you along the road to completion of the game faster. Hackers are the advanced version of coders. It's good to have one or two coders on your team, but when it comes to hackers you should almost always use a job change manual to change them to another job title. Their stats will go down if you change their job (to a writer, for example), but they will start off with higher stats than other candidates for that new job and leveling them will increase that number further.

Hardware Engineers exist for allowing you to create a console. They contribute to completion of the console and games as well.

There are three basic jobs that you need to make a game:

  • Writer: Excels at the 'scenario writing' phase of developing a game.
  • Designer: Excels at the 'character design' phase of developing a game.
  • Sound Engineer: Excels at the 'soundtrack' phase of developing a game.

Directors and Producers are more well-rounded individuals that can accomplish the above tasks. When assigning someone to the phases of the game, you'll get better results assigning someone with a proper title and slightly lower stats than you will if you assign someone with high stats and a title such as 'hacker'.

Coders exist to help you along the road to completion of the game faster. Hackers are the advanced version of coders. It's good to have one or two coders on your team, but when it comes to hackers you should almost always use a job change manual to change them to another job title. Their stats will go down if you change their job (to a writer, for example), but they will start off with higher stats than other candidates for that new job and leveling them will increase that number further. Changing their jobs and leveling them many times will result in an employee that has more amazing stats than they have if you just hire them and train them without leveling or job changes. This will also increase their salary, but the output they'll be giving you should enable you to make games so awesome that the salary is laughable.

Hardware Engineers exist for allowing you to create a console. They contribute to completion of the console and games as well.

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Shaun
  • 20.8k
  • 5
  • 81
  • 119
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