### 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.