Smaller development teams generally means more generalists, Super Meat Boy had a team of 2 actually making the game with one extra person outsourced for music. One person doing animation and art and the other being the coder. Although a bit more general than you might find in a large team, the team was specialised in their respective areas.
Team meat makers of Super Meat Boy |
No matter how specialised the industry gets, studios will always prefer to have someone that is both generalised and specialised, known as the T shaped employee. I first learnt of the T shaped employee from the "Valve handbook for new employees" that all new employees at Valve are given (bet you couldn't have guessed that). Their reasons are as such " An expert who is too narrow has difficulty collaborating. A generalist who doesn't go deep enough in a single area ends up on the margins, not really contributing as an individual." Obviously their logic is unflawed and shows why it is really so important to become that perfect T.
Valve T-Shape Employee |
Im working towards becoming one of these T shaped employees. I have focused my specialist sights on character art but i understand how i need to become a generalist to a certain level. I believe i have a good ability to bring character into my work but my lack of experience and knowledge in 3D holds me back a bit. I think its extremely important during these first two years to build a good solid foundation of general knowledge, learning all about software and all relevant techniques, with the intent of showing it all off in the third year.
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