Following on from the post a couple days back about Sprint Demos, we realise that we also should introduce at this point the way our studio is structured at Klang. One of the members of our community asked recently if there have always been internal development teams - and I guess the short answer to that is, yes! However they have not always looked the same, or indeed behaved the same (and no Sibg, none have any ducks as team members.)
At the top sits the Core Team which looks after the overall production of the Game and its publishing.
This team is made up of the leads from the various disciplines and departments. It is charged with looking at the look and feel of the play, as well as ensuring the long term roadmap and vision is being followed.
A-Team (Feature Team)
One of two current feature teams is ‘A-Team’. They’re made up of a producer, a game designer, a tech lead, engineers and a QA member. They have done a lot of work in the past on combat systems for instance.
Eilo Team (Feature Team)
Made up roughly of the same disciplines as the A-Team, Eilo team have in the past worked on production gameplay and house ownership.
Tag Team (former Feature Team)
It’s worth mentioning that for almost a year we had a team called Tag Team, that did a lot of fantastic work around the FTUE (first time user experience), exploration and discovery, Seedling interactions and a bunch of other really cool work.
Is a discipline as opposed to a strike team (its members are part of the feature teams). It’s led by the Lead Game Designer, and also has UI/UX designers and in the future a Systems designer and our Creative Director.
Rendering (Tech Team)
This team has it’s own technical producer and comprises engineers and technical artists. They are charged with a lot of responsibilities, from creating the gameworld to rendering and placing art assets in the game.
DevX (Tech Team)
This is our backend crew, charged with making sure the game runs properly and that the other developers aren’t blocked when interacting with the game.
UIForia (Tech Team) A special powerhouse unit in Klang, these euphoric engineers are charged with building our unique and beautiful UI system.
The exciting visual studio sitting as the beating heart of the vision of SEED. This team is made of a Art Producer, concept artists, 3D artists, animators and UI artists. We’re looking for an Art Director, who will ultimately lead this team.
A crucial team to ensure our success - Quality Assurance is headed by Benn, our stead-pair-of-hands QA Director, along with a group of testers, some of whom work directly on feature teams.
This is the team that will organise and monitor playtests, both in house and externally, gathering feedback and information and processing this data to help the other teams improve on the game, ensuring we present an ever improving game experience and product!
In charge of lore and backstory, as well as all text content that is authored in the game as well as in other publishing situations.
Sound Design and Production
Headed by David Magnussen, currently this team is just made up of one person, in charge of how everything sounds!
As mentioned above, these teams are in a state of flux you could say, they morph and change in light of the various challenges we have as we develop SEED. Increasingly our machine is refined and gets ever more oiled, running in tandem with our internal teams, the vision is bright!
To get to know some of the individuals who make up these wonderful teams, make sure to check out some of devlog video interviews.