1. Roberto
1.1. Level Designer
1.1.1. Various physics engines used to create environments to navigate through.
1.1.2. Works with AI programmer to ensure that all AI works and operates within the confinesof level.
1.1.3. With the help of the Animator. We can create the backgrounds, various designs and movements to make the game visually appealing
2. Luis
2.1. UI Programmer
2.1.1. Work with Design & Animation to create a usable interface from their concepts.
2.1.2. Work with Engine Programmer to effectively match his idea of how the game should feel by making the UI run similarly.
3. Sam
3.1. AI Programmer
3.1.1. Work within confines set by engine programmer to ensure NPC obeys laws of Physics
3.1.2. Work with artist and animators to ensure NPC actions make sense. This can include pathing, attack patterns and dialouge
3.1.3. Use AI to discerning the ability and emotional state of the player, so as to tailor the game appropriately, including game difficulty balancing.
4. Dylan
4.1. Engine Programmer
4.1.1. Create simulated physics depending on the game needs.
4.1.2. Develop and modify complex 3D graphic renderers.
4.1.3. Work with AI to procedurally generate elements of the game environment
4.1.4. Optimize engine in order to have best performance for content.
5. Eli
5.1. Animator
5.1.1. Ben comes up with the foundation of what needs to be created for the game. Then, I use the foundation for the art, character designs, and animations from there.
5.1.2. Roberto comes up with different level ideas and creates the schematics for the game levels, while I design the animation and art for the level.
5.1.3. The Programmers creates the the brain and movement of the game and characters, I create the design of the character themselves, etc.
6. Benjamin
6.1. Lead Designer
6.1.1. Overseesspecialists who concentrate on one area: levels, missions,combat, cinematics, and systems.
6.1.2. Works with artists, programmers to map out each element during pre-production
6.1.3. Played a big role in designing the conceptual art for Eli.