Ludo Atlas · Getting Started · Roles & Skills Map¶
Getting Started. This page breaks game development roles down into eight tracks: what each track does, core skills, day-to-day output, and how to get started. It is for people considering entering the industry, forming a team, or figuring out "what should I practice right now."
1. Programming Track¶
Turns design and content into software that runs, runs smoothly, and doesn't crash.
| Role | What they do | Core skills | First steps |
|---|---|---|---|
| Gameplay programmer | Implement combat, abilities, interactions, level mechanics | One engine's scripting language, state machines, design patterns | Build three small gameplay prototypes in an engine |
| Engine/systems programmer | Rendering, physics, memory, toolchain | C++/Rust, data structures, graphics fundamentals | Read open-source code, write small engine modules |
| Tools programmer | Build editors and pipelines for designers and artists | Editor extensions, UI frameworks, automation | Write a level-editing plugin for an engine |
| Server programmer | Online sync, accounts, matchmaking, anti-cheat | Network protocols, concurrency, databases | Build the backend for a small online game |
| Graphics/technical artist | Rendering effects, performance optimization, art pipelines | Shaders, render pipelines, art tools | Recreate classic shader effects |
For deeper routes, see the Programming Handbook and Engine Internals Path.
2. Design Track¶
Decides "what you play" and "why it's fun". Design is not writing documents; it is making verifiable decisions, again and again.
| Role | What they do | Core skills |
|---|---|---|
| Systems designer | Core loops, progression, economy systems | System breakdown, spreadsheets and balance modeling |
| Balance designer | Combat formulas, drop rates, economy balance | Math, Excel/Python modeling, probabilistic intuition |
| Level designer | Space, pacing, teaching, challenge | Level editors, pacing design, whitebox |
| Combat designer | Game feel, abilities, enemies and bosses | Action fundamentals, frame data, play/counterplay analysis |
| Narrative designer | Worldbuilding, story, dialogue, quests | Writing, branching structure, staging |
How to start: break down the core loops of three games you like and write them up; then build three small gameplay prototypes of your own. See the Game Design Handbook and Level Design Handbook.
3. Art Track¶
Decides everything you see in the game.
| Role | What they do | Core skills |
|---|---|---|
| Concept artist | Set the style, produce designs | Form, color, silhouette design |
| 2D artist | Characters, environments, UI, icons | Pixel/vector/painting pipelines, sprite atlas standards |
| 3D artist | Modeling, UVs, texturing, rigging | Modeling software, topology, PBR workflows |
| Animator | Character animation, effects animation | Keyframes, curves, animation principles |
| VFX artist | Hit effects, explosions, ambient effects | Particle systems, materials, timing |
| UI artist | Interface visuals and interaction mockups | Typography, component specs, motion design |
| Technical artist (TA) | The bridge between art and programming | Shaders, scripting, pipeline tools |
A portfolio matters more than a degree: 3–5 complete works, each of which you can explain clearly in terms of "goal, approach, result". For using AI-assisted tools, see the AI Workflows.
4. Audio Track¶
| Role | What they do | Core skills |
|---|---|---|
| Sound designer | Impact feel, ambience, Foley | Recording, synthesis, audio processing |
| Composer | Main themes, adaptive music | Music theory, harmony, emotional design |
| Audio implementer | Hook sound into the engine, control the mix | Middleware, script triggers, mixing buses |
Crossing over mid-career works: properly implementing and mixing free asset-library sounds is effective practice too. See the Art & Audio Handbook.
5. Production Track¶
| Role | What they do | Core skills |
|---|---|---|
| Producer | Set direction, manage risk, manage up and out | Judgment, communication, cutting requirements |
| Project manager | Scheduling, coordination, chasing blockers | Task breakdown, tools (kanban/docs), forecasting |
See the Production Handbook. Indie developers should set aside half a day each week for "producer time": check progress, cut scope, re-prioritize.
6. Testing Track (QA)¶
| Role | What they do | Core skills |
|---|---|---|
| Functional testing | Verify features and regressions against test cases | Test-case design, boundary thinking |
| Compatibility testing | Device, resolution and performance matrices | Device management, performance tools |
| Automation testing | Scripted regression, record and replay | Scripting languages, CI integration |
QA is one of the fastest roles for understanding the product as a whole; people often move from it into design or production.
7. Publishing Track (Marketing & Business)¶
| Role | What they do | Core skills |
|---|---|---|
| Marketing / promotion | Store pages, trailers, community, KOLs | Content planning, channel understanding, data postmortems |
| Business development | Platform relations, publishing deals, trade shows | Negotiation, networking, contract basics |
| Publishing ops | Wishlists, launch cadence, promotions | Platform backends, data metrics |
For indie developers, "publishing" is something you do yourself: see the Multi-platform Launch Playbook for wishlist management and store-page polish.
8. Live-Ops Track¶
| Role | What they do | Core skills |
|---|---|---|
| Community operations | Player communication, events, feedback loops | Content, empathy, crisis handling |
| Data analysis | Retention, conversion, spending analysis | SQL, metric systems, experiment design |
| Monetization | In-app purchase and event design | Psychological pricing, economy systems |
See the Live-Ops & Growth.
9. How to Choose, How to Practice¶
Three self-check questions:
- What can you do for several hours straight without getting bored? (Writing code / drawing / deconstructing rules / writing / organizing and coordinating)
- Would you rather "create from nothing" or "polish what exists to its limit"?
- How many hours can you consistently put in each week right now?
The matching ways to practice:
| Inclination | Main focus | First thing to do |
|---|---|---|
| Logic and systems | Programming / balance | Build three mechanic prototypes in an engine |
| Aesthetics and expression | Art / narrative | Finish one set of pieces with a unified theme |
| Breakdown and empathy | Design / QA | Break down three games' full loops into documents |
| Organizing and driving | Production / publishing | Organize a game dev event or a release |
A common multi-hat combo for small teams: the programming + art + design triangle; sound and testing are often outsourced. For related experience, see Indie Developer Profiles and the Indie Survival.
Further Reading¶
- Engine Selection Guide: once your craft is chosen, choose your tools.
- Learning Paths: stage plans for three routes.
- Open Source Picks & Book Recommendations: projects worth reading the source of, and book lists.