Team Roles and Communication
Team Roles and Communication
Roles
| Role | Responsibilities | Jam-Specific Note |
|---|---|---|
| Programmer | Game logic, systems, integration | Build the core loop first |
| Artist | Sprites, UI, animations | Deliver assets on a rolling basis |
| Designer | Levels, game feel, balancing | Also can act as a producer |
| Composer | Music, SFX | Loops are faster than full tracks |
2-person team: combine Programmer + Designer and Artist + Composer.
Solo: you do everything. Use MoSCoW ruthlessly and drop audio last.
Micro-Check-Ins
Replaces the Daily Standup. Every 2-3 hours, each person answers three questions:
Decision Making
One decision maker per discipline. When a decision cuts across roles, for example whether to cut audio entirely, figure out whose work is most affected and let that person call it. No vote, no discussion. Move on.
If it is in general unclear, pick the option that takes less time to build.
Communication Channels
| Situation | Method |
|---|---|
| Quick question | Chat or text |
| Blocking issue | Voice call immediately |
| Progress update | Micro-check-ins |
| Scope decision | Designated decision maker, alone |
Anti-Patterns
- Decision by committee: three people debating a colour palette for 20 minutes. Assign an owner.
- Silent building: programmer builds system A, artist builds asset B, they don’t fit together until hour 40. Check in frequently.
- Too many coders: in a 5-person team, 1-2 people max should touch code. More leads to merge conflicts.