I am writing this thread because many aspiring developers do not yet know the way the industry seperates the big time developers from the hobby coders 8)
The game industry works similar to the way the literature industry works. Basically, publishers are looking for money, so they only go with established developers who have proven themselves. This will be a long post, but will help you understand the process and how to get to the top.
There are basically 3 aspects of game development:
Code
Art
Market
Here's a generic breakdown of the positions therein:
Keep in mind this is a generic breakdown, and there may be many differences between this and an actual production. Such things depend on the company and the actual program being developed. Each on of these people may, in reality, also be several people, depending on the actual project.
Code:
Lead Programmer - Just as it sounds, this is the person in charge of all aspects of coding on a project.
Hardware Programmer - This person is in charge of ensuring the end product will run on as many different configurations and hardware/ OS combinations as possible. When the program enters beta, this person will be in charge of gathering and analyzing data.
Sound Programmer - This person is in charge of writing the portion of the program that will handle sound.
Interface Programmer - This person will design the User Interface for the program.
Graphics Programmer - This person will design the 3D engine for the game.
General Programmers - These people work on whatever needs the most attention at the time. They will move between various parts of the code, to help where help is needed. Interns and entry level coders will usually fill this position.
Art:
Concept Artist - This person will hand draw the original artwork the graphics are to be based on. This person is closer to the traditional artist than any other person on the project. If you want to do this, you better be good, and should expect a long, hard row to hoe.
3D Modeller - This person will take the sketches completed by the concept artist, and turn them into 3D models. Needless to say, this person is usually several people, in reality.
Texture Artist - This person is responsible for the textures to be applied to the models, and/ or the maps.
Mapper/ Level Designer - This person "Maps" the actual 3D environment of the game.
Writer - This person writes the scripts for characters in the game, and may well write the whole plot/ storyline, assuming one exists.
Market:
Public Relations - This will most definitely be a department or team every time with the big boys. Smaller projects may have only one person for this. This basically is the company or group's public face. Magazines contacted to set up interviews with developers, announce projects, projected release dates, etc. This also includes the website, if there is one, associated with the game. Sometimes, this person / team will be a voice to the developers for fans of a game in development (see starwarsgalaxies.station.sony.com, and look at the forums)
Market Research - This position usually don't exist on the actual development team, but rather as a part of the company as a whole. You will understand why when you read further down. This person (department) detemines what genres, looks, playstyles, and feels are most popular (read "sell well") on the market.
Others:
Producer/ Lead Developer : This is the person with the vision. This is the person with the funnest job on the planet. This is the one everyone wants to be. This person's duties and control over the project may vary, but several things remain the same. This person has the final say-so over everything going into a production. Consider this to be the "director" equivelent in the Gaming Industry. Often, this person will also be the one who concieved of the game, and its fundamental selling points. Companies tend to shop around for this person, based on their past achievement, the type of games they tend to make, and what there is a high demand for on the market. Any of the other positions may be replaced entirely by work already done by this person, on a project - by - project basis.
Okay, you want to be the Producer / Lead developer, right? Here's what needs to happen:
Companies want to publish someone who is already published and successful. It's common sense that if Johny Blow has put out a hundred top ten selling products, then Johny Blow will bring in truckloads of cash for the company.
There's the catch 22. How do you get published, if you must be published already first? There are two ways.
One is more secure, but takes longer. That way is to work your way up within a company from perhaps an intern, to whatever, then this, then that. Basically, you would be promoted to the position you want. Don't expect your time in the spotlight to last longer than one title if you are with a huge company, unless you put out something awesome (read up on the Final Fantasy series for an example of one Executive Producer's success story).
The other way is more risky, but once you actually make it, you will have it made in the shade. That is to write programs, and create unfunded projects without much return, just to get your name out there. Ever notice how some software starts off free on some obscure site, then all the sudden is associated with a huge company, and has a pricetag? Get projects completed that people like, and you may be able to prove your abilities in all aspects of development. If you take this route, you better be damn good!
What do you need to know? Not just a little about each aspect of development, but EVERYTHING about EVERY aspect of development. I recommend a degree in Comp Science with a business minor, heavy on marketing classes. You should be a talented writer, an exceptional artist, and have an imagination people have remarked about your entire life. You need to be well connected with the Gaming Industry. Short term success is guranateed if everyone in a particular genre knows your name. Lifetime success is more likely if most people in every genre know your name.
The first and biggest rule, however is this:
NOTHING IS SET IN STONE!!
Nothing! Not a particular programming language, not a particular style, not a particular idea. If you can make something that sells, it doesn't matter if you're writing it in Dark Basic, HTML, or the lost magical language of the Ancient Egyptians. If it sells, it sells. Companies will notice that games written in this language or that sell better statistically, but it's a minor detail. The important factor is simple: Will it sell?
When you start down the road to be the top dog, keep in mind that you won't likely make it. Nothing against you, but just with publishing books, putting out rock albums, and starring in movies, it takes equal parts luck, ambition, and talent. I suggest that you have an alternate career choice. Have something to fall back on.
There is also the independant developer. This person does it all themselves. Video games are not only what you see, but are also a luxurious marketting tool. Consider all the free games you see on cereal boxes right before some Disney movies came out (Journey To Atlantis, for example). The formula is simple: put out a game to attract them to a movie that will attract them to a bigger game.
Most independant developers have started companies now, as oposed to flying solo, but a solo act could be a good way to get the big boys to notice you. It all just depends on what clients you get, and how popular the games you make are.
In closing, let me say good luck to you all, and I hope this has tought a few people something. This information is fairly elusive. There is not a specifically set path for an aspiring game developer to follow, or even am acredited school that offers degrees specifically in game development. It took me years to learn these things, and that was in bits and pieces here and there. My biggest advice is to watch the market. Learn who the big developers are, and stufy what they do. Perhaps pick a handful of small time developers and watch them, so that if one rises to success, you can see how.
Much luck all, but remember:
We do what wedo because we love it, and it is fun. If you're in it soley to get rich, you won't.